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February 7, 2016
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February 7, 2016
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Updates » Audio
VR for the game music composer: Artistry and workflow  
by Gamasutra Community [01.11.16]
Winifred Phillips (God of War, LittleBigPlanet series) brings together a series of resources to help you capitalize on the challenges and opportunities of creating game audio for VR titles.
VR, Console/PC, Indie, Audio

Attend GDC to hear how Everybody's Gone To The Rapture was scored  
by Staff [01.08.16]
With GDC coming up fast, conference officials highlight a great GDC 2016 talk about the scoring of Everybody's Gone To The Rapture from composer Jessica Curry.
Console/PC, Indie, Audio, GDC

Making a VR game while focusing on sound, sensation, and spatialization 2
by Gamasutra Community [01.08.16]
"The overall lesson to draw is that the smallest details within a 3D audio space can contribute dramatically toward creating a sense of presence, space, and comfort."
VR, Indie, Audio

Don't Miss: Designing the original X-COM: UFO Defense 1
by Staff [01.07.16]
With Firaxis' XCOM 2 on the horizon, look back at the director of 1994 hit X-COM: UFO Defense sharing the story of designing the seminal tactical strategy sim in this free video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Creating sound and music in horror games 6
by Gamasutra Community [01.07.16]
"Theatre audio and game audio has a lot in common. There is no timeline (as in e.g. film), so you’re creating a world for the actors / players to exist in. You need to come up with clever ways to dissolve and progress your atmospheres."
Console/PC, Indie, Audio

Obituary: Veteran game composer Brad Fuller  
by Alex Wawro [01.04.16]
Gamasutra has learned that Brad Fuller, a veteran composer who crafted the sound of Atari classics like Marble Madness and Tetris, passed away over the holidays after a long bout with cancer.
Console/PC, Audio

The making of an adaptive RPG soundtrack 2
by Gamasutra Community [01.04.16]
"The original music design we came up with on Eon Altar was an adaptive music layer system. The music system would add or subtract the different layers of the music track depending on what state the party was in."
Smartphone/Tablet, Indie, Audio

Blind player completes Ocarina of Time after five years 4
by Chris Kerr [01.04.16]
A blind video game player has completed The Legend of Zelda: Ocarina of Time after five years by using in-game sounds to guide him through the world of Hyrule. 
Console/PC, Audio, Video

Game developers share their New Year's resolutions 6
by Staff [12.31.15]
We asked our Twitter followers what their industry-related New Year's resolutions for 2016 were. We were flooded with responses, and only a few of them were jokey stuff like '1080p or higher.'
Console/PC, Indie, Audio, Design, Production, Business/Marketing

The Weird Al of game jams: Making Mutant Veggie Arena  
by Gamasutra Community [12.28.15]
What goes into jamming up a strange game: "After my first Ludum Dare entry about the Amish and this entry about food, I'm starting to feel like the Weird Al of video game development."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Best of 2015: Gamasutra's Top Games, Devs, Events and Trends 1
by Staff [12.23.15]
This is it -- the whole kit and kaboodle. As 2015 shuffles off this mortal coil, Gamasutra staff reflect on the events, trends, games and -- most importantly -- the devs that shaped the year that was.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Here are your Audio, Visual Art and Narrative juries for IGF 2016  
by Staff [12.18.15]
The final three juries behind the GDC 2016 Independent Games Festival come together as a diverse lineup of developers and industry professionals sign on to decide the finalists for the March awards.
Indie, Art, Audio, Design, IGF

Studio Profile: Singapore's audio design outfit IMBA Interactive 1
by Lena LeRay [12.17.15]
A profile of Singapore-based game audio studio IMBA Interactive, which has worked on games like Masquerada and Dusty Revenge, which won an IGF China award for audio excellence.
Indie, Audio, Production, Video

Best of 2015: An oral history of developing Deus Ex 5
by Alex Wawro [12.16.15]
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 more about how they developed it -- and what it did to them.
Console/PC, Programming, Audio, Design, Production

David Brevik will deconstruct Diablo in a GDC 2016 Classic Game Postmortem  
by Staff [12.16.15]
Diablo creator and veteran game designer David Brevik will be delivering a Classic Postmortem of Blizzard North's seminal action-RPG at GDC 2016 in March!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

My process for sound design in Unreal Engine 4  
by Gamasutra Community [12.15.15]
"In this work I will not use the famous audio middleware (Wwise, Fmod) and will achieve the same results only with Unreal Engine 4 (UE4) built-in audio system."
Console/PC, Indie, Audio

Hear how Bloodborne's music was made at GDC 2016  
by Staff [12.15.15]
With GDC 2016 coming up, organizers are excited to announce new talks for the show that will take you behind the music of Bloodborne and inside the chart-topping success of Dots.
Console/PC, Audio, GDC

Gamasutra's Best of 2015: Kris Graft's Top 5 Games 7
by Kris Graft [12.14.15]
Gamasutra editor-in-chief Kris Graft kicks off our year-end top games lists for 2015. And yeah, there's a zombie game on here.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Who cares about game audio organizations?  
by Gamasutra Community [12.14.15]
Veteran sound designer Damian Kastbauer presents the results of a survey regarding game audio organizations, and gives further voice to the community.
Audio, Business/Marketing

Best of 2015: How working on gross, violent games affects developers 16
by Alex Wawro [12.10.15]
We often hear how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chatted with a few to find out.
Console/PC, Social/Online, Indie, Art, Audio