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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [7]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
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November 22, 2009
 
Managing Creativity
 
Time Fcuk - A Postmortem [3]
 
Accepting the Inherent Value of Games [1]
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November 22, 2009
 
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November 22, 2009
 
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spacer News Director:
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Chris Remo
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John 'Malik' Watson
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News

News » Audio
  Chinese Outsourcer Virtuos Acquires Audio Firm BSP
by Chris Remo [03.18.09]
Shanghai-based game outsourcing firm Virtuos has expanded its operations with the acquisition of fellow Shanghai firm Besides Sound Production.
PC, Console, Audio, Production
 
 
Bonus Feature: Managing Your Audio Projects -- And Bowing Out Gracefully
by Christian Nutt [03.04.09]
In Gamasutra's ongoing series of discipline-targeted bonus features, LucasArts' Jesse Harlin looks at surviving the perils of too much freelance audio work in the game biz. [1]
PC, Console, Mobile Phone, Mobile Console, Audio
 
Interview: Inside The Music Of The Tenchu Series
by Jeriaska [02.24.09]
With Tenchu 4 returning to the series' stealth roots, Gamasutra talked with Tenchu composer Noriyuki Asakura about how its soundtrack revisits old themes while exploring new territory -- and why more video game composers should join bands. [1]
Console, Mobile Console, Originals, Audio
 
Interview: 8-Bit to Omega Five with Hiroyuki Iwatsuki
by Jeriaska [02.18.09]
Having worked at Natsume for nearly 20 years, veteran composer Hiroyuki Iwatsuki discusses his memorable video game soundtracks, from classic scores on the Famicom to the soundtrack for XBLA title shoot'em-up Omega Five -- also sharing the challenges of producing 8-bit songs.
PC, Console, Originals, Audio
 
Interview: The Dangerous Audio Of Penny Arcade's Precipice of Darkness
by Jeriaska [01.30.09]
Hothead's Penny Arcade Adventures episodic games have a whimsical retro score, and composer Jeff Tymoschuk recounts their creation to Gamasutra, explaining handily: "Somehow being attacked by waves of mimes implied polkas and Django Reinhardt." [1]
PC, Console, Originals, Audio
 
Bonus Feature: 'Game Audio Theory: Ducking'
by Staff [01.29.09]
'Ducking', or lowering the audioscape volume, can create greater engagement for listeners -- Day 1 Studios' audio director Zachary Quarles explains how it's done in this fascinating game audio feature. [1]
PC, Console, Originals, Audio
 
Educational Feature: ‘Game Audio Beginner's Guide'
by Jill Duffy [01.27.09]
GameCareerGuide has just posted a beginner’s guide to making audio for games, with hints and tips on tools, equipment, and tactics for those getting into the video game audio field. [1]
PC, Console, Student/Education, Audio
 
Interview: Inside Final Fantasy Fables' Chocobo Soundtrack
by Jeriaska [01.26.09]
What does it take to make music for Final Fantasy? Gamasutra sits down with Sapporo, Japan-based music studio Joe Down, best known for creating audio for the ongoing Final Fantasy spin-off series starring the ever-fluffy Chocobo. [2]
PC, Console, Originals, Audio
 
Audiokinetic Integrates Wwise With Unreal Engine 3
by Leigh Alexander [01.15.09]
Audiokinetic's audio pipeline product, Wwise, is now integrated with Epic's Unreal Engine 3 through Epic's Integrated Parterns Program, the companies announced today, enabling UE3 developers to use Wwise alongside the functionality of the Unreal Editor. [1]
PC, Console, Audio
 
Feature: 'Sound Concepting: Selling the Game, Creating its Auditory Style'
by Staff [12.16.08]
Sound concepting plays a vital role in a game's creative direction in several ways, as sound designer Brad Meyer illustrates in this feature with an example from Shaba Games and Treyarch's Spider Man: Web of Shadows. [1]
PC, Console, Originals, Audio
 
Audiokinetic Reveals SoundSeed, Impact
by Eric Caoili [10.22.08]
Wwise developer Audiokinetic announced a new addition to its product family, SoundSeed, a modular family of game audio sound generators capable of creating what the company claims is "an unlimited quality" of variations out of one single "footprint" sound. [1]
PC, Console, Audio
 
Microsoft Patents Real-Time Audio Censoring Tech
by Leigh Alexander [10.20.08]
According to media reports, Microsoft has gotten a patent from the US Patent and Trade Office for technology that can censor inappropriate language in audio streams in realtime, and while the company hasn't commented on how it plans to use the tech, it has clear potential applications for its Xbox Live service. [8]
PC, Console, Audio
 
Frontier To Use Wwise With 'Entire Future Output'
by Eric Caoili [10.14.08]
LostWinds developer Frontier announced that it will augment its game audio capabilities to utilize Audiokinetic's Wwise audio pipeline package for all of its future titles, including upcoming multiplatform action thriller The Outsider. [1]
PC, Console, Audio
 
Feature: 'Next-Gen Audio Square-Off: PlayStation 3 vs. Xbox 360'
by Staff [10.10.08]
Next-gen's about more than graphics -- in this discussion on the audio capabilities of Microsoft and Sony's respective consoles, leaders from both camps talk about the most interesting audio features each system offers and how developers are using that technology. [1]
PC, Console, Originals, Audio
 
Immediate Music Launches New Libraries For Game Companies
by Eric Caoili [10.07.08]
Immediate Music, a music supplier for feature film trailers, announced the launch of two new music libraries, Immediate Music Premium and Immediate Music Library, which will be available to the video game and advertising industries. [1]
PC, Console, Audio
 
AGDC: Sony's Page: 'Next Gen Audio - Is That It?'
by Simon Carless [09.18.08]
In his wittily morose keynote at AGDC, Jason Page, Sony Europe's R&D audio manager, discussed the present and future of game audio for the entire industry, spoofing Star Wars movie clips with faux footsteps and revealing new Sony tools Sulpha and Awesome along the way. [3]
PC, Console, Originals, Audio
 
AGDC: A Generative, Adaptive Music System for MMO Games
by Christian Nutt [09.16.08]
John Romero-headed MMO developer Slipgate Ironworks has developed a robust system for its Spore-like adaptive music score, which audio director Kurt Larson considers the only viable way to move forward with MMO soundtracks -- details within. [2]
PC, Console, Austin GDC, Audio
 
Rare Chooses Wwise Audio For Forthcoming Titles
by Staff [07.08.08]
Audio solution provider Audiokinetic has announced that Viva Pinata and Banjo Kazooie developer Rare is using Audiokinetic's Wwise audio suite in the development of several upcoming titles. [2]
PC, Console, Audio
 
Audiokinetic Releases Wwise Update, Wwise Motion
by Eric Caoili [05.22.08]
Audio solution provider Audiokinetic has released a new update for its audio pipeline solution, Wwise, along with the launch of its video game motion solution, Wwise Motion. Wwise 2008.2 adds to its set of tools for creating immersive audio in games with several new features, including support for files up to 5.1 channels and support for Subversion for workgroup. [1]
PC, Console, Audio
 
Audiokinetic, Emergent Partner For Free Wwise In Gamebryo
by Staff [05.01.08]
Audio solution provider Audiokinetic has announced that through June of 2008, its Wwise audio pipeline package will be bundled for free with Emergent's Gamebryo engine suite. [1]
PC, Console, Audio