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April 25, 2015
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April 25, 2015
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Updates » Audio
Creating the interactive music of LittleBigPlanet 3 3
by Gamasutra Community [03.17.15]
"LittleBigPlanet 3's music system can play all the layers either together or separately, or can combine the layers into different sets that represent a portion of the whole mix."
Console/PC, Audio

Starting From Scratch: Haemimont Games' Tropico 5 postmortem 2
by Boian Spasov [03.17.15]
Tropico 5 lead designer Boian Spasov runs down what went right -- and what went wrong -- during development of a fresh installment in a long-running city-builder/political sim game.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Get a job: Deep Silver Volition seeks a Senior Audio Designer  
by Staff [03.12.15]
Are you an experienced audio whiz? Saints Row developer Deep Silver Volition is seeking a senior audio designer to join them in their Champaign, Illinois offices.
Console/PC, Audio, Recruitment

Adaptive audio for smartphone games 4
by Gamasutra Community [03.12.15]
"We developed a very simple, user-focused, adaptive method of switching the music based on when the player was interacting with the game or not." And here's how.
Smartphone/Tablet, Indie, Serious, Audio

Weaving Super Mario Galaxy's tunes together 1
by Gamasutra Community [03.06.15]
"Creating medleys is hard, probably one of the hardest tasks of an arranger. You have to please the fans and, at the same time, try something new and innovative."
Console/PC, Audio

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

Postmortem: Failbetter Games' Sunless Sea 7
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Double Fine's 'heartfelt and personal' Hack 'n' Slash: A postmortem 5
by Brandon Dillon [03.02.15]
Project lead Brandon Dillon walks us through what went right and wrong during development of Double Fine's Hack 'n' Slash, an open-world exploration game about hacking and reverse engineering.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the IGF: Yacht Club Games' Shovel Knight Exclusive  
by Christian Nutt [02.27.15]
An interview with Shovel Knight composer Jake "Virt" Kaufman about both the technical aspects of the IGF Excellence in Audio finalist soundtrack's creation, as well as its inspirations.
Console/PC, Indie, Audio, Exclusive, IGF

Remember: GDC 2015 online registration closes tomorrow  
by Staff [02.24.15]
With just over a day left until online registration for GDC 2015 ends on February 25th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

For OlliOlli, the right soundtrack meant a better video game Exclusive 1
by Phill Cameron [02.13.15]
Simon Bennett of Roll7 explains how the studio's 2D skating game OlliOlli was close to having a thrash rock soundtrack.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the IGF: Simogo's The Sailor's Dream Exclusive  
by Leigh Alexander [02.10.15]
It's Simogo's fourth year in the IGF awards, and this time we talk to the company's Simon Flesser about lonesome maritime mystery -- and Excellence in Audio nominee -- The Sailor's Dream.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive, IGF

Get a job: Be an Audio Software Engineer for Crystal Dynamics  
by Staff [02.06.15]
Want to help out on the Tomb Raider reboot? Crystal Dynamics is looking to hire an audio programmer to work alongside the Rise of the Tomb Raider team in its Redwood City, CA studio.
Console/PC, Audio, Recruitment

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

How to build a mini, portable indie foley sound stage 4
by Gamasutra Community [02.03.15]
"Well, if you only need to do minimal things like record footsteps or trinkets, then you could use something that is compact, effective, and also portable... for about $60.00 - $70.00."
Indie, Audio