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July 5, 2015
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Updates » Audio
Brian Moriarty explains Loom in GDC 2015 Classic Game Postmortem 1
by Staff [01.21.15]
Brian Moriarty, author of influential Infocom games like Trinity and Beyond Zork, will be delivering a Classic Game Postmortem on the groundbreaking 1990 graphic adventure game Loom at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Postmortem: Monolith Productions' Middle-earth: Shadow of Mordor 7
by Michael de Plater [01.20.15]
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Hear how Shadow of Mordor and Diablo III were scored at GDC 2015  
by Staff [01.19.15]
GDC 2015 organizers highlight a few can't-miss Audio talks in advance of the conference's discounted early registration deadline later this week.
Console/PC, Audio

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Diving into the world of adaptive music 2
by Gamasutra Community [01.14.15]
Music for a build-your-own spaceship game: "As each ship is built from components, so too is the music. There are currently close to 200 components in the game and each component has its own musical motif."
Console/PC, Indie, Audio

Award-winning composer faces union expulsion in game music fight 7
by Alex Wawro [01.13.15]
Video game composer Austin Wintory is facing union expulsion after refusing on principle to pay fines related to his non-union work on The Banner Saga.
Console/PC, Audio

A peek inside the music creation process 4
by Gamasutra Community [01.09.15]
Integrating audio into the development process, and how to approach live recording on a budget -- this post takes a look at the music creation process for Apsis.
Console/PC, Indie, Audio

The dynamic game music system 15 years in the making  
by Gamasutra Community [01.07.15]
"As each ship is built from components, so too is the music. There are currently close to 200 components in the game and each component has its own musical motif."
Console/PC, Indie, Audio

Adaptive music solution Psai launches on Unity Asset Store 2
by Phill Cameron [01.05.15]
An 'interactive music engine', audio tool Psai has launched on the Unity asset store, providing developers with a way to create interactive music scores that adapt automatically to gameplay.
Console/PC, Indie, Audio, Design

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The three sources of quality in game audio  
by Gamasutra Community [12.22.14]
"When considering 'quality' in both the output and processes of a game audio department, there are three key areas... These three areas all place the user experience first and foremost."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: ArenaNet is hiring an Audio Programmer  
by Staff [12.17.14]
The folks who brought you Guild Wars 2 are looking for an audio programmer with production experience to help develop audio tech and tools in ArenaNet's Bellevue, WA studio.
Console/PC, Social/Online, Programming, Audio, Recruitment

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing