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September 18, 2018
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Updates » Audio
Video Game Deep Cuts: Dream Of A Million Onions  
by Gamasutra Staff [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video Game Deep Cuts: HAL In The Clouds, Monster-Free  
by Gamasutra Staff [11.26.17]
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Musical scoring with SFX in mind for Call of Duty: WWII
by Chris Kerr [11.22.17]
"Call of Duty: WWII used original recordings of historically-accurate weaponry and vehicles, so we wanted to make sure the sound design would be unobstructed by musical elements."
Console/PC, Audio, Video

Video: Scoring Hell - Creating the music of Diablo III: Reaper of Souls  
by Staff [11.21.17]
At GDC 2015, a panel of folks who worked on Diablo III: Reaper of Souls offered fellow devs some insight into the strategies and challenges for scoring Hell.
Console/PC, Audio, Video, Vault

Come to GDC 2018 and hear how sounds tell stories in Night in the Woods  
by Staff [11.21.17]
Come to GDC 2018 next March, because sound designer Em Halberstadt will be there to deliver a neat talk about "How Sound Tells the Story of 'Night in the Woods.'"
Indie, Audio

10th Anniversary Classic Postmortem: Harmonix's Rock Band GDMag Exclusive  
by Rob Kay [11.20.17]
Harmonix's Rock Band, released on this day 10 years ago, was the culmination of the hottest gaming trend of the decade. Enjoy this in-depth postmortem, which originally ran in Game Developer magazine.
Console/PC, Art, Audio, Design, Production, Business/Marketing, History, Video, GD Mag Exclusive

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown 2
by Gamasutra Staff [11.19.17]
The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Attend GDC 2018 and hear how Call of Duty: WWII was scored  
by Staff [11.17.17]
Heads up, devs: Composer Wilbert Roget will be at GDC in San Francisco next year to deliver a fascinating talk on "A Modern Take on Historical Fiction: Music for 'Call of Duty WWII.'"
Console/PC, Audio, GDC

Blog: A game composers guide to understanding audio in VR  
by Gamasutra Community [11.15.17]
Video game composer Winifred Phillips offers a roundup of resources available to those interested in creating music for virtual reality games.
Audio, Production

Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Gamasutra Staff [11.12.17]
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Google showcases examples of what game devs can do with its voice tools  
by Alex Wawro [11.08.17]
Today Google posted a few examples of games and apps that devs can make for the company's voice assistant tech. replete with citations of tools used and, in some cases, source code.
Social/Online, Audio, Video

Video: Devs share tips on creating immersive virtual reality worlds  
by Staff [11.08.17]
At VRDC 2017 a panel of VR devs (Will Smith, Chris Pruett, Adam Orth, & Dirk Van Welden) dissect the challenge of creating immersive VR worlds & discuss what they'd learned about doing it right.
VR, Art, Audio, Design, Video, Vault

Blog: How to translate your game - Part 3 1
by Gamasutra Community [11.06.17]
In this final article on game translation, the scripts used to work with strongs are shared alongside an example project, made in Gamemaker Studio 2.
Audio, Production

Audio Design Deep Dive: Scoring Wolfenstein II with the Baschet sonic sculptures 1
by Martin Stig Andersen [11.06.17]
A composer & sound designer on Wolfenstein II: The New Colossus takes us on a deep dive into how he used the sound sculptures at the Baschet workshop to create a unique, oppressive soundscape.
Console/PC, Audio

Video Game Deep Cuts: Donkey Crossing? Let's Observer!  
by Gamasutra Staff [11.05.17]
Some of this week's longform article & video highlights include a look at the new F2P Animal Crossing, Donkey Kong 64's speedrun history, and the cyberpunk horror of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2018 to host a special 20th anniversary Ultima Online Classic Postmortem!  
by Staff [11.01.17]
To mark its 20th anniversary, Raph Koster, Starr Long, and Richard Garriott de Cayeux will be presenting a Classic Game Postmortem on their trailblazing game Ultima Online at GDC 2018!
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

PSA: This is your last week to submit talks for the GDC 2018 Tutorials!  
by Staff [10.31.17]
The deadline to pitch talks for the Board Game Design Day closes Wednesday, November 1, while the deadline for the Level Design Workshop the Tools Workshop, or eSports day close Friday, November 3.  
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Level design, player orientation, and the art of the chase in Outlast 2  
by Joel Couture [10.30.17]
Outlast 2 comes alive when players are being chased through the dark game world. “It has to feel chaotic, yet intuitive. When you make it too obvious, some players start to feel they’re on a track.”
Console/PC, Indie, Audio, Design

Video Game Deep Cuts: Mario's Half Million Daily Runs  
by Gamasutra Staff [10.29.17]
Some of this week's article/video highlights include a tech breakdown of Super Mario Odyssey, a very solo Steam dev who's sold half a million copies, and the culture of 'daily runs' for games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Deconstructing the Gothic horror music of Bloodborne  
by Staff [10.20.17]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Audio