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December 5, 2016
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Updates » Audio
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

Obituary: Broken Age and The Walking Dead sound designer Jory Prum  
by Chris Kerr [04.25.16]
Celebrated sound designer Jory Prum has passed away as a result of injuries sustained in a motorcycle accident.
Audio

Video: Wrangling the 80,000+ lines of dialogue in Saint's Row: The Third  
by Staff [04.22.16]
Saint's Row: The Third audio lead Ariel Gross speaks at GDC 2012 about how he and the rest of the team at Volition recorded and implemented the game's dialogue -- all ~82,000 lines of it.
Console/PC, Audio, Production, Video, Vault

Interactive music for the video game composer 2
by Gamasutra Community [04.21.16]
"While the systems described are prototypes, they offer an interesting glimpse into what ambitious game audio teams will be implementing for musical interactivity in the future."
Console/PC, Audio

Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How Undertale's soundtrack tells the story of its characters 7
by Gamasutra Community [04.15.16]
"We come to perhaps the most common use of leitmotif -- the representation of characters. Nearly every major character in the game has an associated leitmotif, often spanning multiple tracks in the soundtrack."
Console/PC, Indie, Audio

Registration is now open for GDC Europe 2016!  
by Staff [04.14.16]
Game makers, take note: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 15th and 16th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Video: The psychology of doing VR game design right  
by Staff [04.13.16]
Game dev and cognitive scientist Kimberly Voll takes the stage at GDC 2016 to share what game designers need to know about the brain in order to create VR games that feel truly immersive.
VR, Art, Audio, Design, Video, Vault

Postmortem: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [04.12.16]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PlayStation 4 involves an engine overhaul, a port house and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Insomniac's postmortem of the original Ratchet & Clank 2
by Ted Price [04.11.16]
'We called the concept "I5" (for Insomniac game #5), and the main character was a human girl with a staff,' writes Insomniac's Ted Price in a classic postmortem of the studio's first Ratchet & Clank.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Free music, and where it fits into the game industry 9
by Gamasutra Community [04.08.16]
"Clearly composers feel that free music harms their chances at getting paid work, but from my experience, most funded small devs and upward will always pay for exclusive music."
Console/PC, Smartphone/Tablet, Indie, Audio, Business/Marketing

How Undertale's soundtrack shapes its narrative 10
by Gamasutra Community [04.07.16]
"My goal with this article is to show the different ways leitmotifs are used in Undertale, how they affect one's experience with the game, and how a game soundtrack can do much, much more than just provide catchy background music."
Console/PC, Indie, Audio

Comedic sound for the game music composer 3
by Gamasutra Community [04.06.16]
"I'd like to explore the role that comedy can play in a video game, and how we as game composers can use some of the techniques from comedic sound design to our best advantage."
Console/PC, Smartphone/Tablet, Indie, Audio

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015, Sony Santa Monica's David Collins and Mike Niederquell talked at length about how they worked to iterate the sound design of the idiosyncratic game Hohokum with its developers.
Console/PC, Indie, Audio, Design, Production, Video