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August 30, 2016
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August 30, 2016
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Updates » 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

A Grammy category for the game music composer 3
by Gamasutra Community [02.15.16]
"Here's hoping that in the future we'll see a video games category in the Grammy Awards. In the meantime, I'd like to wish good luck to all the talented musical artists up for Grammy awards this year!"
Console/PC, Smartphone/Tablet, Indie, Audio, Business/Marketing

Slow Burn: Environment and mood in Firewatch  
by Katherine Cross [02.10.16]
Firewatch's environment presents players with a diverse palette of emotion suited to every mood. When it needs to be vast and hopeful, it is. When it needs to be claustrophobic and foreboding, it is.
Console/PC, Indie, Art, Audio, Design, Video

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Zenimax Online Studios seeks a Sound Designer  
by Staff [02.08.16]
Elder Scrolls Online developer Zenimax Online Studios seeks to hire an experienced sound designer to work alongside the team at its studio in Rockville, Maryland.
Social/Online, Audio, Recruitment

Road to the IGF: Red Hook Studios' Darkest Dungeon  
by Kris Graft [02.08.16]
'Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. But Darkest Dungeon is a stronger game for having gone through it.'
Indie, Audio, Design, Production, Video, IGF

New developments in audio and music tech for VR  
by Gamasutra Community [02.04.16]
"We'll look at a brand new audio tech conference that should be particularly interesting to VR folks. We'll also get an overview of a couple of top audio technologies for virtual reality video games."
VR, Console/PC, Smartphone/Tablet, Audio

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance.†The soundscapes and landscapes can be manipulated using†a standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

Don't miss all these great Summit sessions at GDC 2016  
by Staff [02.02.16]
You've got roughly 2 days left until early registration for GDC 2016 ends Wednesday, February 3rd, and conference organizers encourage anyone interested in attending to register now at the discounted rate.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Audio engineering on a VR project 3
by Gamasutra Community [02.01.16]
"In VR, people are more attuned to what sounds feels inside the environment. We cared about creating immersion with a sense of placement in the world."
VR, Indie, Audio

Capturing iconic look and sound in Star Wars: Battlefront 5
by Chris Kerr [02.01.16]
"Film and games donít always play nice with each other," says design director Niklas Fegraeus. "Games require balance and fairness to be fun, but a film does away with that in order to create drama."
Console/PC, Art, Audio, Design

GDC 2016: Audio wizards share learnings in the Audio Bootcamp 1
by Staff [01.29.16]
GDC 2016 organizers are offering an early look at the†informative and intriguing sessions taking place during the Audio Bootcamp that helps open†the March conference.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Audio, GDC

5 tips for the Global Game Jam 1
by Gamasutra Community [01.29.16]
"During the past four years, I've served as a judge at various locations. Each year, I see teams running into the same problems, causing them to miss their objectives. So here are some tips to help you get around those blockers."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The relationship between game music and live performance  
by Gamasutra Community [01.28.16]
"First, we'll get a perspective on what the classical symphony performance has in common with the act of playing a video game. Then, we'll learn about a method of turning a video game into a musical instrument for performance art."
Console/PC, Audio

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Why you shouldn't skimp on your game audio: A producer's perspective 12
by Gamasutra Community [01.27.16]
"Donít half-ass your game audio. Think of the games that influenced you and how they were such epic experiences on account of the great music they had. Donít you want the same for your game?"
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production

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