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August 24, 2016
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August 24, 2016
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Updates » Audio
Don't Miss: Reflections on the afterimage of Final Fantasy VII 14
by Christian Nutt [06.29.16]
In this timeless feature, Christian Nutt plays the 1997 original and considers what lessons the nearly 20-year old game, soon to be remade for its anniversary, holds for the game developers of today.
Console/PC, Programming, Art, Audio, Design, Production

Audio tools for designing music in VR  
by Gamasutra Community [06.29.16]
Professional video game composer Winifred Phillips delves into audio tools for making interesting music for virtual reality.
VR, Audio

Don't Miss: Mario maestro Koji Kondo on composing the classics 5
by Christian Nutt [06.22.16]
In this classic interview, The composer behind everything from Ocarina of Time to Super Mario 64 (which turns 20 this week!) offers timeless advice to fellow video game composers.
Console/PC, Audio

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 8
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC, Indie, Audio, Design, Production, Business/Marketing, Exclusive, Video

Blog: How will VR impact creativity of game composers? 2
by Gamasutra Community [06.10.16]
What impact will VR have on the creativity of game composers? This article begins a multi-part series on the relationship between music and the VR environment.
VR, Audio

How music can intensify video games (part II)  
by Gamasutra Community [06.01.16]
Let's move on to the more musical meat-and-bones of the topic: the actual harmonic textures and chord structures of our compositions in video games.
Audio, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Console/PC, Programming, Art, Audio, Design, Production

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Budgeting for audio in your game's crowdfunding campaign 10
by Gamasutra Community [05.24.16]
"As a composer and sound designer for games, I’ve been asked many times for my rate(s) in anticipation of a crowd funding campaign. Given the frequency of these requests, I want to share my thoughts."
Indie, Audio, Business/Marketing

Facebook acquires VR audio startup Two Big Ears, makes tools free  
by Christian Nutt [05.23.16]
Oculus now has an integrated VR audio solution, which will be platform-agnostic and free-to-download.
VR, Console/PC, Audio, Business/Marketing

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

How Samorost 3's stunning soundtrack came together 2
by Christian Nutt [05.20.16]
Music and sound has always been central to Amanita Design's games. Get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
Console/PC, Indie, Audio, Video

How music can intensify video games 2
by Gamasutra Community [05.18.16]
"I thought about how suspenseful things became as the narrative progressed, how much dread haunted the characters, and how terrifyingly powerful their enemy was."
Console/PC, Audio

Video: Creating the unique interactive soundtrack of Remember Me  
by Staff [05.13.16]
The challenges of distilling the sensation of the game's central theme of memory manipulation from a live orchestra, then seamlessly complementing the live instrumentations with electronic enhancements.
Console/PC, Audio, Video, Vault

Making waves: The organic process of creating Quantum Break's score 1
by Chris Kerr [05.09.16]
"With longer projects, it is incredibly easy to lose control and get lost in the swamps of 'music for the dolphins.' You keep making changes to a cue that nobody will ever hear."
Console/PC, Audio, Production, Video

Video: One hour, five concentrated shots of VR game design advice  
by Staff [05.05.16]
At VRDC 2016, five VR experts from a variety of creative backgrounds share practical advice collected from exploring VR and examining where the artistic possibilities overlap with the technical.
VR, Audio, Design, Production, Video, Vault

Don't Miss: Replicating Star Wars' iconic look and sound in Battlefront 5
by Chris Kerr [05.04.16]
"Film & games don’t always play nice with each other," EA DICE's Niklas Fegraeus told Gamasutra. "Games require balance & fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
VR, Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Postmortem: Stardock and Oxide Games' Ashes of the Singularity 6
by Brad Wardell [04.26.16]
What went right, and wrong, with Stardock's recently-published RTS Ashes of the Singularity? Studio chief Brad Wardell breaks down the ups and downs, and reflects on the value of game postmortems.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing