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August 31, 2015
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August 31, 2015
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Updates » Audio
Don't Miss: The striking sound design of Journey Exclusive 14
by Steve Johnson [07.21.15]
Sound designer Steve Johnson breaks down his work on thatgamecompany's remarkable Journey, providing samples from the game to elucidate each of his points about what makes a game sound great.
Console/PC, Indie, Audio, Design, Exclusive

Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Alien: Isolation a big winner at Develop Awards, as Unity bags best engine  
by Christian Nutt [07.15.15]
The European game industry was recognized tonight at the Brighton, England-based conference; Development Legend went to Rare founders Tim and Chris Stamper, while Unity and others won, too.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The ups and downs of developing Goat Simulator 7
by Gamasutra Community [07.15.15]
In this classic feature, a Goat Simulator dev explains how "We’ve discarded a large part of game development practices...We’ve made a game in a way we never thought we would, and it actually worked."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Technocrat's cyberpunk adventure game Technobabylon Exclusive 1
by James Dearden [07.15.15]
James Dearden of Technocrat Games talks about the highs and lows developing Technobabylon, a classic 1990s-style cyberpunk adventure game that was five years in the making.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem Exclusive 5
by Trent Oster [07.10.15]
What goes into remaking a classic PC game? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Making the episodic cartoon Victorian adventure Bertram Fiddle 1
by Gamasutra Community [07.09.15]
"The scope was really big; there were a lot of challenges. This post will hopefully be of help to other small teams that want to produce point-and-click games or other titles that rely on a lot of content."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Breaking the NES - Developing Shovel Knight 21
by Gamasutra Community [07.08.15]
In this classic blog, Yacht Club Games coder David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

The best in Japan: CEDEC shares 2015 award nominees  
by Christian Nutt [07.02.15]
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV. It's a peek into how Japan's industry works.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC Europe State of the Industry: Devs moving from mobile to PC 1
by Staff [07.01.15]
GDC Europe 2015 officials have released the results of the third annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Get a job: Red 5 is hiring an experienced Audio Programmer  
by Staff [06.29.15]
Firefall developer Red 5 Studios is on the hunt for a senior audio programmer to join the team at the studios' Irvine, CA offices and work on designing, implementing and debugging audio systems.
Console/PC, Programming, Audio, Recruitment

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Getting the music right: Atmospheric vs. ambient 1
by Gamasutra Community [06.29.15]
"Most importantly, figure out if you want just atmospheric sounds to make your soundtrack, or if subtle ambient music should be used instead."
Console/PC, Indie, Audio

Composing adaptive music for games: Advanced concepts in Elias  
by Gamasutra Community [06.26.15]
A veteran composer breaks down an exciting new tool: "Elias, like a good video game, is easy to use but difficult to master. This is a new type of tool with some new features."
Console/PC, Indie, Audio

Music composers and sound designers in VR: The headphones problem 8
by Gamasutra Community [06.26.15]
God of War composer Winifred Phillips on music for VR: "I'm going to share what I learned about the issue... including a conclusion which may indicate an imminent problem for some VR gamers."
Console/PC, Indie, Audio

How we chose our sound designer 11
by Gamasutra Community [06.22.15]
"Always follow up on potential opportunities, carefully read requests, and be ready to show that you're capable of the job if you don't have previous experience in-hand."
Indie, Audio, Production, Business/Marketing

A tour of 8 and 16-bit sound chips with Top Gear's composer 1
by Gamasutra Community [06.17.15]
Top Gear composer Barry Leitch looks back on his career -- and the hardware that powered his compositions -- in this history-soaked interview.
Console/PC, Audio, History

Check out the 2015 Game Career Guide right now! 2
by Staff [06.16.15]
Hey developers! Looking to advance your career in the game industry? The free annual Game Career Guide for 2015 is out now, and its packed with insight to help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing