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November 15, 2018
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  • Editor-In-Chief:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Audio
Don't Miss: A look back at the development of Choice Provisions' Bit. Trip Beat 3
by Staff [11.15.18]
In this 2009 postmortem, Gaijin Games' (now Choice Provisions) Alex Neuse looks at the creation of abstract action game Bit. Trip Beat, detailing what went right and wrong during the game's development.
Console/PC, Indie, Audio, Design, Production

Don't Miss: Greater accessibility through audio in Killer Instinct 2
by Staff [11.14.18]
"A main directive was to make sure each character/game mode was identifiable enough that someone would be able to tell what was going on even if they weren't in the same room that the game was being played in."
Console/PC, Audio, Design

Blog: Creating audio for VR platforms  
by Gamasutra Community [11.14.18]
Game composer Winifred Phillips looks at developments with VR platforms and their SDKs, this time honing in on audio issues.
VR, Audio, Design

Video: The art of developing audio soundscapes  
by Staff [11.13.18]
In this GDC 2018 session, Guerrilla Games' Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games.
Console/PC, Audio, Video

Blog: Adaptive music with Elias - Part 1  
by Gamasutra Community [11.13.18]
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias Studio. This article provides a step by step guide to re-creating an adaptive project in Elias.
Audio, Production

The audio design behind the original Xbox startup sound 1
by Emma Kidwell [11.12.18]
Sound designer and composer Brian Schmidt discusses the audio design challenges behind the original Xbox startup sound.
Console/PC, Audio

Don't Miss: How Undertale's soundtrack shapes its narrative 10
by Jason Yu [11.12.18]
"My goal with this article is to show the different ways leitmotifs are used in Undertale, how they affect one's experience with the game, and how a game soundtrack can do much, much more than just provide catchy background music."
Indie, Audio, Design

Video Game Deep Cuts: A Quiet Man, With Trivial Credits 1
by Gamasutra Staff [11.11.18]
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Obsidian, inXile acquired by Microsoft Studios 4
by Gamasutra Staff [11.10.18]
Microsoft has announced the acquisition of RPG-centric studios Obsidian and inXile Entertainment, as part of a host of announcements at its X08 event in Mexico.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Using fear to build an immersive soundscape in Shadow of the Tomb Raider  
by Chris Kerr [11.08.18]
We caught up with Shadow of the Tomb Raider composer Brian D’Oliveira and audio director Rob Bridgett to learn how they used sound to transport players into their very own heart of darkness.
Console/PC, Audio, Design, Production, Video

Video Game Deep Cuts: Diablo's Deltarune... To The Stars?  
by Gamasutra Staff [11.05.18]
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Composing the music of Red Dead Redemption  
by Staff [10.25.18]
In this 2010 interview, Red Dead Redemption's composers Bill Elm and Woody Jackson discuss developing the Western game's sound, comparing the experience to working on film score.
Console/PC, Audio

Video Game Deep Cuts: The Astro Genius, Redeemed  
by Gamasutra Staff [10.21.18]
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2019 is now open for registration!  
by Staff [10.17.18]
Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you’re interested, don't wait!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Why Paradox is bringing visual editing tools to its next engine update 1
by Alissa McAloon [10.15.18]
"We want to put as much power as we can into the hands of the people who are making content," says engine team lead John Wordsworth. "They shouldn’t have to ask a coder for help."
Console/PC, Programming, Art, Audio, Design

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Composing the soundtrack for a Fallout wasteland 5
by Staff [10.09.18]
In this classic 2010 feature, Obsidian audio director Scott Lawlor talks about composing the soundtrack of Fallout: New Vegas by merging elements of the previous games' scores with a new aesthetic.
Console/PC, Audio

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Obituary: Legendary video game composer Ben Daglish  
by Chris Kerr [10.04.18]
Daglish rose to prominence during the '80s, when he created the scores for a number of notable games including Cobra Trap, The Last Ninja, and Deflektor
Audio