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Updates » Audio
Classic Postmortem: Uncharted: Drake's Fortune GDMag Exclusive 6
by Richard Lemarchand & Neil Druckmann [11.19.15]
Half-tucked hero Nathan Drake made his debut eight years ago today. Here's Naughty Dog's detailed postmortem that first ran in Game Developer magazine.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Blog: A game is worth 1,000 (spoken) words  
by Gamasutra Community [11.16.15]
"While a picture might be worth a thousand words, I have a feeling that a thousand words spoken by the right person -- someone who possesses the talent and training to properly deliver a line -- is worth even more."
Indie, Audio, Design, Production

Making it as an audio professional: People, pitches, and paperwork  
by Gamasutra Community [11.16.15]
Tips on how to run your business as an audio professional -- focusing on three of the most essential areas to keep things moving along.
Indie, Audio, Business/Marketing

Don't Miss: Nintendo's Aonuma deconstructs the evolution of Zelda 10
by Staff [11.13.15]
The Legend of Zelda designer-turned-director Eiji Aonuma discusses how the franchise evolved, how A Link to the Past won him over, and how he handles the "Miyamoto Test," in this classic GDC Vault video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Composing an 8-bit soundtrack in Famitracker 8
by Gamasutra Community [11.13.15]
"If there's one thing I've learned so far with composing my first fully individual soundtrack in Famitracker, it's that you'll never stop learning. I discover new things and techniques every day."
Indie, Audio

The latest in game audio, from the Audio Engineering Society show floor  
by Gamasutra Community [11.12.15]
"I had the pleasure of searching the show floor for what's new and interesting in audio tech. Here are some of the attractions that seemed most interesting for game audio folks."
VR, Console/PC, Audio

Don't Miss: Composing the soundtrack for a Fallout wasteland 5
by Scott Lawlor [11.09.15]
In this classic 2010 feature, Obsidian audio director Scott Lawlor talks about composing the soundtrack of Fallout: New Vegas by merging elements of the previous games' scores with a new aesthetic.
Console/PC, Audio

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive

Unreal Engine 4 tutorial: State-based level music system 1
by Gamasutra Community [11.04.15]
"The foundation has now been laid for your adaptive level music system. We’ve got a team score driving the volume of a track and also determining the Level Stage which drives the beat beneath the basic volume."
Console/PC, Smartphone/Tablet, Programming, Audio

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Don't Miss: An oral history of developing Deus Ex 5
by Alex Wawro [10.14.15]
15 years ago, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn how they developed it -- and what it did to them.
Console/PC, Programming, Audio, Design, Production, Business/Marketing

Dynamic music in games: The importance of accompaniment 4
by Gamasutra Community [10.14.15]
"While melodies and countermelodies occupy the center of attention, the accompaniment serves a crucial function, as a strong supporting mechanism."
Console/PC, Audio

Composing the music for a game about a gladiator school  
by Gamasutra Community [10.12.15]
"We decided to write music that was culturally inspired by different geographical areas of the far reaching Roman Empire."
Indie, Art, Audio

Don't Miss: The neuroscience driving survival horror game design 15
by Maral Tajerian [10.09.15]
How do survival horror games work on our brains? Neuroscientist M. Tajerian unpacks the mechanisms behind the scares in Amnesia, Dead Space and Silent Hill in this classic 2012 feature.
Console/PC, Indie, Programming, Art, Audio, Design

Vertical layering in game music: LittleBigPlanet and beyond 4
by Gamasutra Community [10.09.15]
With this piece, "we’ve completed our exploration of arrangement techniques for countermelodies that are effective within a Vertical Layering structure."
Console/PC, Audio

Don't Miss: An inside look at how Valve developed Portal 8
by Staff [10.08.15]
Erik Wolpaw, Kim Swift & Jeep Barnett explain how and why Valve managed to create its seminal Portal puzzle game in this classic feature reprinted from a 2008 issue of Game Developer Magazine.
Console/PC, Programming, Art, Audio, Design, Production

Don't Miss: A biometric study of how horror games affect players 13
by Joel Windels [10.05.15]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Console/PC, Indie, Audio, Design

Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater  
by Jamie Fristrom [10.01.15]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

The art of arrangement for dynamic music systems in games 2
by Gamasutra Community [10.01.15]
LittleBigPlanet composer Winifred Phillips: "For interactive game music, we have to accept that the music will never reach a perfectly fixed state, but will instead exist in constant flux."
Console/PC, Audio