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September 2, 2014
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September 2, 2014
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Updates » Audio
Reimagining the audio of kids' games, rediscovering a passion for game dev 3
by Gamasutra Community [04.09.14]
"The game became a labor of love for my own kids, to help them learn math, listening skills, to have a positive early experience with technology and, more even more than that, to simply make them happy."
Smartphone/Tablet, Audio, Design, Production

Video: #1ReasonToBe panel inspires standing ovation at GDC 2014 3
by GDC Staff [04.07.14]
GDC 2014 saw the triumphant return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault


Why game melodies won’t let go 9
by Gamasutra Community [03.27.14]
"Why do these rock bands continually celebrate video game melodies? Film and television music can point to no similar phenomenon."
Console/PC, Indie, Audio

GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The evolution of a feature: Diegetic music in Infamous Second Son 8
by Gamasutra Community [03.24.14]
Rev. Dr. Bradley D. Meyer, audio director on Sucker Punch's recently-released Infamous Second Son, traces an audio feature in that game all the way back to a Wii project from 2007.
Console/PC, Audio

Unity 5.0 announced, with direct-to-web, plugin-free publishing 28
by Gamasutra Community [03.18.14]
Gamasutra speaks to Unity CEO David Helgason about the latest version of the popular game engine, which adds new lighting and audio features, and WebGL support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, GDC

Q&A: Why Vlambeer returned to its roots with Luftrausers Exclusive  
by Kris Ligman [03.17.14]
Gamasutra catches up with Vlambeer's Rami Ismail to chat Luftrausers, a remake of the team's 2011 game jam experiment which Ismail considers the pinnacle of the studio's essential style.
Console/PC, Indie, Art, Audio, Design, Exclusive, Video

Making a game to fight cancer - Play to Cure: Genes in Space 1
by Christian Nutt [03.14.14]
Developer Guerilla Tea explains the ups and downs of creating a mobile game that sifts through raw data to help cancer researchers find a cure.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2014: Our lecture recommendations for press  
by Simon Carless [03.14.14]
"Both for the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at the show."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the Student IGF: John Gottschalk on Westerado  
by John Polson [03.13.14]
While still in school these students convinced Adult Swim Games to host their game, a Legend of Zelda meets Cowboyana Western adventure which emphasizes player agency and "gun-versations."
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Video, IGF

Wwise audio middleware is now free to use -- within limits 2
by Alex Wawro [03.11.14]
Montreal-based audio middleware firm Audiokinetic is the latest company to makes its software freely available -- on a limited basis -- in a show of support for indie developers.
Console/PC, Indie, Audio

'What's the best game dev advice you've ever received?' Exclusive 25
by Kris Graft [03.07.14]
There's a lot of good advice out there about game development, and a lot of bad advice. Today, we took to Twitter to try to get a taste of both the best and the worst.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Road to the IGF: Necrophone Games' Jazzpunk  
by Alex Wawro [02.28.14]
As part of our ongoing Road to the IGF series of interviews with finalists, we chat with Necrophone Games' Luis Hernandez about comedy in games and the bizarrely charming aesthetic of Jazzpunk.
Indie, Programming, Art, Audio, Design, Video, IGF

Road to the IGF: Robin Arnott's SoundSelf Exclusive 1
by Leigh Alexander [02.27.14]
Our Road to the IGF series continues with Robin Arnott's unique and personal SoundSelf, a synesthetic chanting experience with roots in Burning Man and thoughts about sound and consciousness.
Console/PC, Indie, Programming, Audio, Design, Exclusive, Video, IGF

GDC 2014 Bootcamps & Tutorials include talks on Halo 4, Ryse and more  
by GDC Staff [02.24.14]
GDC organizers highlight a few talks that are part of the day-long Audio, Technical Artist, Producer, and Animation Bootcamps, along with the Level Design In A Day Tutorial, which occur on March 17-18.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production, GDC

New GDC 2014 talks feature Grand Theft Auto V, rain, and more  
by GDC Staff [02.24.14]
GDC organizers highlight a fresh batch of hot talks, including a session about the audio design of Grand Theft Auto V, a guide to helping designers and engineers work better together, and more.
Console/PC, Programming, Audio, Design, Production, GDC

GDC State of the Industry: PS4 leads console interest, self-funding reigns  
by GDC Staff [02.18.14]
A new Game Developers Conference survey shows developers have a preference for PlayStation 4 development when it comes to consoles, and a changing relationship with game publishers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

With new perspective on life and games, Cliff Bleszinski plots next move 25
by Leigh Alexander [02.18.14]
"You spend those first 18 years struggling to grow up, and then the next 18 years struggling to get back." Leigh Alexander talks to a man who wants to be known for more than chainsaw-equipped assault rifles.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: Amanita Design's Samorost3  
by Christian Nutt [02.13.14]
Gamasutra speaks to Amanita founder Jakub Dvorský about the studio's enthusiasm for real-world textures and what the studio hopes to achieve with its latest Samorost title.
Console/PC, Indie, Audio, Design, Production, Video, IGF