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July 27, 2016
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July 27, 2016
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Updates » Audio
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 don’t 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]
"Don’t 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. Don’t 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

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