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November 27, 2015
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Updates » Audio
Video blog: LittleBigPlanet composer Winifred Phillips on game music  
by Gamasutra Community [11.27.15]
The composer for God of War and the LittleBigPlanet franchise gives an in-depth interview on her craft as part of an upcoming game music documentary, which she shares in this blog post.
Console/PC, Audio

The technical composer: Using Elias for adaptive music in games  
by Gamasutra Community [11.26.15]
"In this article I am going to set up the system in Elias, along with a new feature called 'tonal stingers' which allows us to add leitmotifs to our music."
Console/PC, Indie, Audio

Blog: How we can level-up our game audio 3
by Gamasutra Community [11.24.15]
"This weekend, I had the pleasure of attending the Electronic Music Midwest Festival... it gave me the opportunity to think about how elements in other music and sound design genres can really level up our game audio chops."
Console/PC, Indie, Audio

Some tips for hiring audio contract work 4
by Gamasutra Community [11.24.15]
"I would like to share some insights in the hope that they might save time and make similar searches easier for others. Some might apply to general contract work hiring, while others are specific of musicians and audio designers."
Indie, Audio, Business/Marketing

Get into the mix of Forza Motorsport 6's audio at GDC 2016  
by Staff [11.23.15]
GDC officials highlight a fresh pair of great GDC 2016 race day talks from Turn 10 Studios & Criterion devs about the tricks to making great racing games.
Console/PC, Audio, Production, GDC

The technical composer: Adaptive music in games 3
by Gamasutra Community [11.20.15]
"In the same way that a Technical Sound Designer is a sound designer who also implements those sounds into the game using middleware, a Technical Composer is a composer who implements music into the game using middleware."
Console/PC, Indie, Audio

Get a job: Be a Sound Designer at Digital Extremes  
by Staff [11.19.15]
Ontario-based Warframe developer Digital Extremes is seeking someone who can take care of "sound design for levels, A.I., weapons, U.I, cinematics, animations, marketing, and other gameplay events."
Console/PC, Audio, Recruitment

Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Blog: A game is worth 1,000 (spoken) words  
by Gamasutra Community [11.16.15]
"While a picture might be worth a thousand words, I have a feeling that a thousand words spoken by the right person -- someone who possesses the talent and training to properly deliver a line -- is worth even more."
Indie, Audio, Design, Production

Making it as an audio professional: People, pitches, and paperwork  
by Gamasutra Community [11.16.15]
Tips on how to run your business as an audio professional -- focusing on three of the most essential areas to keep things moving along.
Indie, Audio, Business/Marketing

Don't Miss: Nintendo's Aonuma deconstructs the evolution of Zelda 10
by Staff [11.13.15]
The Legend of Zelda designer-turned-director Eiji Aonuma discusses how the franchise evolved, how A Link to the Past won him over, and how he handles the "Miyamoto Test," in this classic GDC Vault video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Composing an 8-bit soundtrack in Famitracker 8
by Gamasutra Community [11.13.15]
"If there's one thing I've learned so far with composing my first fully individual soundtrack in Famitracker, it's that you'll never stop learning. I discover new things and techniques every day."
Indie, Audio

The latest in game audio, from the Audio Engineering Society show floor  
by Gamasutra Community [11.12.15]
"I had the pleasure of searching the show floor for what's new and interesting in audio tech. Here are some of the attractions that seemed most interesting for game audio folks."
VR, Console/PC, Audio

Don't Miss: Composing the soundtrack for a Fallout wasteland 5
by Scott Lawlor [11.09.15]
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

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive

Unreal Engine 4 tutorial: State-based level music system 1
by Gamasutra Community [11.04.15]
"The foundation has now been laid for your adaptive level music system. We’ve got a team score driving the volume of a track and also determining the Level Stage which drives the beat beneath the basic volume."
Console/PC, Smartphone/Tablet, Programming, Audio

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Don't Miss: An oral history of developing Deus Ex 5
by Alex Wawro [10.14.15]
15 years ago, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn how they developed it -- and what it did to them.
Console/PC, Programming, Audio, Design, Production, Business/Marketing

Dynamic music in games: The importance of accompaniment 4
by Gamasutra Community [10.14.15]
"While melodies and countermelodies occupy the center of attention, the accompaniment serves a crucial function, as a strong supporting mechanism."
Console/PC, Audio