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May 23, 2015
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Updates » Audio
Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Getting a job creating sound and music for video games 5
by Gamasutra Community [04.09.15]
Former senior audio designer and dialogue supervisor for Rockstar North (Grand Theft Auto V) Will Morton shares his expertise -- with this must-read for game audio professionals.
Console/PC, Audio, Recruitment

Best practices for using the PlayStation 4 controller speaker 1
by Gamasutra Community [04.07.15]
"The speaker controller is a fun tool and can really add an extra level of immersion beyond the normal mix. We received a lot of positive feedback for our use of it in inFAMOUS Second Son."
Console/PC, Indie, Audio

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Call for Blogs: MOBAs, from design to business, and onward 5
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Postmortem: Petroglyph's Grey Goo - getting back to the roots of RTS 5
by Ted Morris [03.23.15]
Grey Goo executive producer Ted Morris recounts Petroglyp's experiences, both positive and negative, as they sought to make a classic RTS game for the modern marketplace.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Creating the right kind of horror game music 1
by Gamasutra Community [03.20.15]
"There’s a lot of different ways to go about a great soundscape for a horror game. Most importantly, decide how to move forward with the design of the project."
Console/PC, Smartphone/Tablet, Indie, Audio

Tips for fledgling game composers  
by Gamasutra Community [03.19.15]
Tips for composers looking to build their career and skill set -- from veterans who've worked on games like God of War, League of Legends, and Rayman Origins.
Console/PC, Audio

Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Making concrete sound just right in Infamous: Second Son  
by Gamasutra Community [03.18.15]
Rev. Dr. Bradley D Meyer, audio director at Sucker Punch, recounts the odd way in which the concrete powers of Infamous: Second Son were conceived and recorded.
Console/PC, Audio

Creating the interactive music of LittleBigPlanet 3 4
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