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September 5, 2015
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September 5, 2015
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Updates » Audio
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

How to speak music: Tips for talking to composers 6
by Gamasutra Community [06.15.15]
"Sure, you’re both speaking the same basic language, but everybody has their own language when they’re talking about music."
Console/PC, Smartphone/Tablet, Indie, Audio

Game audio, and the '50 percent' fallacy 14
by Gamasutra Community [06.10.15]
"We ARE important. Good game audio can help make or break a game. But that is also the case with every other component."
Console/PC, Audio

Don't Miss: Composing the music of Fallout's Mojave wasteland Exclusive 4
by Scott Lawlor [06.03.15]
In this 2010 feature Obsidian's Scott Lawlor talks composing the music of Fallout: New Vegas, and how elements of the previous games informed the series' new aesthetic and technical capabilities.
Console/PC, Audio, Exclusive


Don't Miss: Our 30th anniversary retrospective of Gradius 10
by Kurt Kulata [05.29.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago today, and in this feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Composing adaptive music for video games using Elias 11
by Gamasutra Community [05.29.15]
A how-to guide: "I immediately fell in love with its intuitive interface and powerful features. I was able to turn a linear composition into an adaptive score ready for a video game in less than an hour."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Don't Miss: A behind-the-scenes look at sound design for Journey Exclusive 14
by Steve Johnson [05.28.15]
"There are too many stories in these sounds for the world to never know," wrote Journey sound designer Steve Johnson in this timeless 2012 feature. "So I thought I'd share them with you."
Console/PC, Audio, Design, Exclusive

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Smartphone/Tablet, Indie, Art, Audio, Design

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, 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

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Brighten the corners of game audio  
by Gamasutra Community [05.20.15]
Audio veteran Damian Kastbauer takes a hard look at professional group GANG, the Game Audio Network Guild, and questions whether it's working for today's audio professionals.
Console/PC, Audio

Don't Miss: Secret of Mana's enduring influence on game design 23
by Christian Nutt, Douglas Wilson [05.19.15]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Audio, Design

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing