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May 27, 2017
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Updates » Audio
Don't Miss: Making a VR game while focusing on sound, sensation, and spatialization 4
by Staff [01.24.17]
"The overall lesson to draw is that the smallest details within a 3D audio space can contribute dramatically toward creating a sense of presence, space, and comfort."
VR, Audio

Don't miss the 50+ sessions on VR taking place at GDC 2017  
by Staff [01.24.17]
GDC organizers want to quickly remind you about the bumper crop of sessions focused on VR games and tech that are taking place at GDC 2017 and thus still accessible to most GDC passholders.
VR, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

6 examples of UI design that every game developer should study 5
by Alan Bradley [01.24.17]
HUD and UI design determines how players interface with the most core systems of a game. We reached out to developers to share their picks for the best, most instructive examples.
Console/PC, Smartphone/Tablet, Art, Audio, Design

Creators Update bringing controller co-piloting to Xbox One 4
by Chris Kerr [01.24.17]
Microsoft has given select "Xbox Insiders" an early taste of its upcoming Creators Update, which contains a couple of intriguing new features. 
Console/PC, Audio, Design

Don't Miss: Creating cinematic storytelling in Shadow of Mordor  
by Staff [01.23.17]
At GDC 2015's Narrative Summit Monolith's Ethan Walker takes the stage to showcase how the studio designed Middle-earth: Shadow of Mordor to feel like a cinematic story you can play through.
Console/PC, Art, Audio, Design, Production

Blog: Music and sound effects in King Lucas  
by Gamasutra Community [01.23.17]
Elío Ferrán talks on the creative process to reach the final version of the music for King Lucas and the foley recording of the sound effects.
Art, Audio, Design

Go behind the scenes of Hyper Light Drifter's development at GDC 2017!  
by Staff [01.20.17]
At GDC 2017 Hyper Light Drifter devs Alex Preston and Teddy Diefenbach will take you deep behind the journey of creating their indie success, from the design to the nitty-gritty business end.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video: Steve Golson's postmortem of the classic Ms. Pac-Man  
by Staff [01.18.17]
“I know this is supposed to be a postmortem, but postmortem means somebody died. So maybe it’s a postpartum,” said original game engineer Steve Golson at GDC 2016. “Ms. Pac-Man lives on.”
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Warren Spector is coming to GDC 2017 to give a Classic Game Postmortem of Deus Ex! 1
by Staff [01.18.17]
Veteran game designer Warren Spector is coming to GDC 2017 to present a Classic Game Postmortem on the pioneering game Deus Ex!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Peter Molyneux shares a game dev postmortem of Populous  
by Staff [01.17.17]
In this classic GDC 2011 talk Peter Molyneux explains exactly how he wound up creating Populous, tracing the story back to a rather curious job shipping baked beans to the Middle East in the '80s.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

PSA: Tomorrow is your deadline to register early for GDC 2017!  
by Staff [01.17.17]
With just over 24 hours to go before early registration for Game Developers Conference 2017 ends tomorrow -- Wednesday, January 18th at 11:59 PM Pacific, now's the time register at a discounted rate!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: How video game composers can make you smarter - Part 3  
by Gamasutra Community [01.17.17]
In the last of a three part series, video game music composer Winifred Phillips explores how music enhances focus and cognition in strategy gamers.
Audio

Yooka-Laylee devs: 7 biggest game design changes since the N64 era 1
by Willie Clark [01.17.17]
Playtonic Games' Yooka-Laylee is a spiritual successor to Banjo-Kazooie made by ex-Rare devs who worked on that 1990s classic. We asked them what's changed about game design since the N64 era.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Video

Yoot Saito is coming to GDC 2017 to present a Classic Game Postmortem of Seaman!  
by Staff [01.13.17]
Yutaka “Yoot” Saito, the talented game designer known for his idiosyncratic approach to game dev, will be delivering a Classic Game Postmortem on his remarkable Dreamcast game Seaman at GDC 2017!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Pokemon Go and Inside among D.I.C.E. Game of the Year nominees  
by Alissa McAloon [01.12.17]
The nominees for the 20th annual D.I.C.E. Awards have been revealed, with Battlefield 1, Inside, Overwatch, Pokemon Go, and Uncharted 4 all in competition to be named 2016’s Game of the Year.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design

Lessons learned from a composer turned game developer  
by Alissa McAloon [01.06.17]
After composing music for SimCity and Assassin’s Creed Unity, Chris Tilton remarks on his experiences creating soundscapes for a game created by a studio he founded.
Console/PC, Audio, Design

How World of Warcraft accidentally gained an important audio cue  
by Alissa McAloon [01.05.17]
The light whooshing sound heard when a stealthed enemy approaches a World of Warcraft character is a useful audio cue, but the sound itself was just a side-effect of another development trick.
Console/PC, Social/Online, Audio, Design, Video

GDC 2017 will host a Classic Game Postmortem of Civilization!  
by Staff [01.05.17]
Sid Meier and Bruce Shelley, a pair of game industry luminaries who have together shaped the history of game dev, will be delivering a Classic Game Postmortem on their landmark strategy game Civilization at GDC 2017!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Owen McCarthy [01.04.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Console/PC, Programming, Art, Audio, Design, Video, Deep Dive

Video games have pushed music to the background, says Doom composer 3
by Alissa McAloon [01.03.17]
In an interview with Noclip, composer Mick Gordon shares his take on the role music should play in game design and talks about how he created the soundtrack for id Software's latest Doom.
Console/PC, Audio, Video