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August 28, 2016
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August 28, 2016
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Updates » Audio
30 standout reasons to attend the 30th edition of GDC next week  
by Staff [03.08.16]
The 30th edition of GDC kicks off next week, and organizers are eager to let you know about all the great sessions, bootcamps, roundtables, interactive spaces and cool events at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Strategies in audio and music for portable games  
by Gamasutra Community [03.08.16]
How do we effectively create and deploy sound and music in mobile and portable games? Here are some resources that explore current strategies and trends.
Audio

The deep voice of Darkest Dungeon has some advice on hiring voice talent 3
by Joel Couture [03.08.16]
"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent.
Console/PC, Indie, Audio, Production, Business/Marketing, Video

Blog: 9 tips on localizing audio  
by Gamasutra Community [03.07.16]
Here are some tips on how to interact with recording studios and localization services, how to optimize and accelerate the process, and how to reduce the risks as well as the costs of audio localization.
Audio

Watch GDC speakers pitch their talks to you, in under a minute! 1
by Staff [03.03.16]
As GDC 2016 draws nigh, conference organizers want to make sure you don't miss out on hearing about some of the great talks taking place at the show -- direct from the speakers themselves!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Audio, Design, Production, GDC

For GDC's 30th, game industry notables reflect on 30 years of making games  
by Staff [03.03.16]
Lori Cole, Tim Schafer, Chris Crawford, Palmer Luckey, Chelsea Howe and more game industry luminaries will reflect on 30 years of making games during a special Flash Backward session at GDC 2016!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Past, present, and future of music and audio in VR 6
by Gamasutra Community [03.03.16]
A historical overview of the 3D audio tech promising to be a vital part of virtual reality game design, from its early incarnations, through its tumultuous history, to promising trends for future development in VR music and sound.
VR, Audio

Alt.Ctrl.GDC Showcase: Mike Lazer-Walker's Hello, Operator  
by John Bridgman [03.02.16]
Mike Lazer-Walker's time management sim casts players as a harried telephone operator manually connecting callers. It's controller is a vintage telephone switchboard with a daunting tangle of cables.
Indie, Audio, Design, Production, GDC

Alt.Ctrl.GDC Showcase: Le Chant du Cygne's Palimpseste  
by Joel Couture [03.01.16]
"Our headgear is a controller that enables players to change the color filter through which they look at the screen. Each filter transforms how the game world is perceived."
Console/PC, Indie, Audio, Design, Production, GDC

Don't miss: Building a new Pokémon universe with Black & White 6
by Leigh Alexander [02.25.16]
Another classic Pokémon interview as we near the series' 20th anniversary: Leigh Alexander speaks to to the series' longtime director and composer Junichi Masuda about his ambitions for 2011's Black and White.
Console/PC, Audio, Design

Check out these can't-miss expert VR talks during VRDC at GDC 2016  
by Staff [02.25.16]
With GDC 2016 right around the corner, organizers are proud to quickly highlight some of many great talks from Oculus, Epic and others at the inaugural Virtual Reality Developers Conference in March.
VR, Programming, Art, Audio, Design, Production, GDC

Terrifying players with unstable level design in Layers of Fear 6
by Joel Couture [02.25.16]
" It all boils down to psychology. We get scared in claustrophobic spaces, and we are terrified when we know something is about to happen but we can’t pinpoint what it will be."
Console/PC, Indie, Audio, Design, Video

Inside Blizzard's sound design studio: Bangs and squishes  
by Christian Nutt [02.24.16]
"What really defines a good sound? ... What you might find good, somebody else might not. It's like the common perspective that enough people agree on it, so therefore it's good."
Console/PC, Audio

The quest for creativity in sound design 4
by Gamasutra Community [02.24.16]
"In creating a library of fire spell sounds, I had to consider where our ideas of 'fireball sounds' come from. Films, other games, and our own fire-related experiences -- from the lighting of a match to the whooshing of a gas furnace coming on."
Console/PC, Smartphone/Tablet, Indie, Audio

Can music and sound combat VR sickness in video games? 4
by Gamasutra Community [02.23.16]
Can game music and audio help to solve the problem of VR sickness? Included within: research studies and novel approaches.
VR, Audio, Design

Classic Postmortem: People Can Fly's Bulletstorm GDMag Exclusive 3
by Adrian Chmielarz [02.22.16]
This distinctive and underappreciated shooter was released five years ago today. Here's an in-depth postmortem of the game's development by Adrian Chmielarz that first ran in Game Developer magazine.
Console/PC, Audio, Design, Production, Business/Marketing, History, GD Mag Exclusive

The Legend of Zelda turns 30: 5 things it brought to console games 7
by Jon Irwin [02.19.16]
Happy 30th birthday to The Legend of Zelda! We talked to several designers about how the epochal adventure changed the perception of what a console game could do--and how it personally inspired them.
Console/PC, Audio, Design, Business/Marketing, History

Road to the IGF: Sam Barlow's Her Story Exclusive  
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie, Art, Audio, Design, Production, Exclusive, IGF

Video game active ambient music and figurative silence  
by Gamasutra Community [02.17.16]
"Video games contain a third category of music that is neither ambient nor narrative; I call this 'active ambient music.'" An analysis of game scores, and what they accomplish as music.
Console/PC, Audio

Ori, Rapture, and Star Wars lead G.A.N.G. award nominations  
by Chris Kerr [02.15.16]
The Game Audio Network Guild has announced the nominees for the 14th annual G.A.N.G. Awards, which will take place on March 17.
Console/PC, Audio