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July 28, 2016
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Updates » Audio
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

Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: The remarkable history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [09.30.15]
In this classic feature authors Bill Loguidice and Matt Barton present an annotated history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Q&A: The 'rhythm violence' of Thumper  
by Lena LeRay [09.28.15]
Drool LLC's upcoming rhythm-action game Thumper is simply brutal. Harmonix vet Marc Flury, co-founder of Drool LLC, talks to us about the experience of making the game
Console/PC, Indie, Audio, Design, Production, Video

Game audio industry survey 2015 7
by Gamasutra Community [09.25.15]
"GameSoundCon recently conducted its annual survey of audio professionals in the game industry, asking questions about compensation, use of live musicians, contract terms and other issues."
Console/PC, Smartphone/Tablet, Indie, Audio

Reminder: Submit your talks now for the GDC 2016 Summits!  
by Staff [09.25.15]
Heads up, would-be GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits at GDC 2016! Do it before submissions close next Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Simultaneous genres in dynamic game music 3
by Gamasutra Community [09.24.15]
"I'll be sharing with you a fun technique that’s actually one of my favorite aspects of composing music ... It’s a great musical trick that can only be pulled off when you’re composing in a Vertical Layering system."
Console/PC, Audio

Jesse Schell's six lessons for making VR games 1
by Christian Nutt [09.23.15]
At Oculus Connect, the 20-year veteran of the space offered up the key points for making games, and talked about his team's experience developing I Expect You to Die.
Console/PC, Indie, Audio, Design, Production, VR

Video game voice actors could be about to go on strike 5
by Chris Kerr [09.23.15]
Video game voice actors are voting whether or not to go on strike after talks between SAG-AFTRA and publishers ended at an impasse.
Serious, Audio, Production

How I created Infinifactory's music 2
by Gamasutra Community [09.22.15]
"To underscore this kind of semi-exploratory, semi-directed problem-solving, I tried to aim the soundtrack towards a balance between active and ambient approaches."
Console/PC, Indie, Audio