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October 24, 2016
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Updates » Audio
Video: Deconstructing the Gothic horror music of Bloodborne  
by Staff [07.11.16]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Console/PC, Audio, Video, Vault

Video: How Overwatch was designed so people could 'play by sound' 2
by Staff [07.07.16]
At GDC 2016 Blizzard's Scott Lawlor and Tomas Neumann run down how the studio designed and tuned the audio elements of Overwatch so players could literally "play by sound."
Console/PC, Social/Online, Audio, Video, Vault

Don't Miss: The secret history of Donkey Kong 9
by Travis Fahs [07.06.16]
As we reach the 35th anniversary of the game that helpd kickstart Shigeru Miyamoto's career, look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.
Console/PC, Programming, Art, Audio, Design, Production

Reminder: Submit your VRDC talk proposals by Friday!  
by Staff [07.06.16]
Heads up: The†call for submissions†to present talks, roundtables, and panel sessions for the first-ever standalone Virtual Reality Developers Conferenceends this Friday, July 8th at 11:59 PM Pacific.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

16 of Gamasutra's best articles over the last quarter  
by Gamasutra Community [07.06.16]
Hey readers! Iím back with another quarterly roundup of Gamasutra articles over the past quarter (April-June), as I continue my heroic efforts to excavate the best recently-published work.
VR, Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

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 9
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, Iíve 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