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Updates » Audio
Tetsuya Mizuguchi revisits Rez in a Classic Game Postmortem at GDC 2016  
by Staff [01.27.16]
Tetsuya Mizuguchi, responsible for critically-acclaimed games like Space Channel 5, Lumines and Child of Eden will be delivering a Classic Game Postmortem of his groundbreaking game Rez at GDC 2016!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Come to GDC for a postmortem look at the making of Alphabear  
by Staff [01.26.16]
David Edery, CEO of multifaceted development studio Spry Fox, will be delivering an earnest postmortem of the studio's popular mobile puzzle game Alphabear at GDC 2016 in March.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video

The influence of music on the perception of difficulty 1
by Gamasutra Community [01.25.16]
"So what I set out to prove was, does the player feel like the game is getting harder when the music changes while playing? The setup for the test was quickly established."
Console/PC, Smartphone/Tablet, Indie, Audio, Design

Road to the IGF: Northway Games' and Radial Games' Fantastic Contraption  
by Bryant Francis [01.22.16]
The team at Northway Games discuss the creation of creating a bizarre yet utterly intuitive gizmo creation game that takes full advantage of the VR capabilities of the HTC Vive.
Programming, Audio, Design, Production, IGF

Video: Cinematic storytelling in Middle-earth: Shadow of Mordor  
by Staff [01.19.16]
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, Video, Vault

Time trial for game music composers: Making 1 minute of music in 1 hour  
by Gamasutra Community [01.19.16]
"What I find especially satisfying about the Time Trial I'm going to share with you is that you may end up with a nice little finished product. There's really no complete failure short of not giving it a go!"
Indie, Audio

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF

Blog: Creative Commons is not a smart source for video game assets 6
by Gamasutra Community [01.13.16]
Attorney Stephen McArthur: "The Creative Commons licenses are a fantastic tool for sharing ideas and creations, but they lack the protections a sophisticated video game developer needs."
Indie, Art, Audio, Business/Marketing

VR for the game music composer: Artistry and workflow  
by Gamasutra Community [01.11.16]
Winifred Phillips (God of War, LittleBigPlanet series) brings together a series of resources to help you capitalize on the challenges and opportunities of creating game audio for VR titles.
VR, Console/PC, Indie, Audio

Attend GDC to hear how Everybody's Gone To The Rapture was scored  
by Staff [01.08.16]
With GDC coming up fast, conference officials highlight a great GDC 2016 talk about the scoring of Everybody's Gone To The Rapture from composer Jessica Curry.
Console/PC, Indie, Audio, GDC

Making a VR game while focusing on sound, sensation, and spatialization 3
by Gamasutra Community [01.08.16]
"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, Indie, Audio

Don't Miss: Designing the original X-COM: UFO Defense 1
by Staff [01.07.16]
With Firaxis' XCOM 2 on the horizon, look back at the director of 1994 hit X-COM: UFO Defense sharing the story of designing the seminal tactical strategy sim in this free video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Creating sound and music in horror games 6
by Gamasutra Community [01.07.16]
"Theatre audio and game audio has a lot in common. There is no timeline (as in e.g. film), so you’re creating a world for the actors / players to exist in. You need to come up with clever ways to dissolve and progress your atmospheres."
Console/PC, Indie, Audio

Obituary: Veteran game composer Brad Fuller  
by Alex Wawro [01.04.16]
Gamasutra has learned that Brad Fuller, a veteran composer who crafted the sound of Atari classics like Marble Madness and Tetris, passed away over the holidays after a long bout with cancer.
Console/PC, Audio

The making of an adaptive RPG soundtrack 2
by Gamasutra Community [01.04.16]
"The original music design we came up with on Eon Altar was an adaptive music layer system. The music system would add or subtract the different layers of the music track depending on what state the party was in."
Smartphone/Tablet, Indie, Audio

Blind player completes Ocarina of Time after five years 4
by Chris Kerr [01.04.16]
A blind video game player has completed The Legend of Zelda: Ocarina of Time after five years by using in-game sounds to guide him through the world of Hyrule. 
Console/PC, Audio, Video

Game developers share their New Year's resolutions 6
by Staff [12.31.15]
We asked our Twitter followers what their industry-related New Year's resolutions for 2016 were. We were flooded with responses, and only a few of them were jokey stuff like '1080p or higher.'
Console/PC, Indie, Audio, Design, Production, Business/Marketing

The Weird Al of game jams: Making Mutant Veggie Arena  
by Gamasutra Community [12.28.15]
What goes into jamming up a strange game: "After my first Ludum Dare entry about the Amish and this entry about food, I'm starting to feel like the Weird Al of video game development."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Best of 2015: Gamasutra's Top Games, Devs, Events and Trends 1
by Staff [12.23.15]
This is it -- the whole kit and kaboodle. As 2015 shuffles off this mortal coil, Gamasutra staff reflect on the events, trends, games and -- most importantly -- the devs that shaped the year that was.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing