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October 8, 2015
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Updates » Audio
The Mario Maestro speaks: Koji Kondo on composing classics 5
by Christian Nutt [12.10.14]
The composer behind the iconic Mario and Zelda soundtracks speaks to Gamasutra in a rare new interview, touching on both his classic work and advice for game composers.
Console/PC, Audio

Get a job: Insomniac is looking to hire an Audio Designer  
by Staff [12.08.14]
The studio responsible for Sunset Overdrive seeks an experienced audio designer to "create, edit, and implement game-ready audio" with the rest of the team in Insomniac's Burbank, CA office.
Console/PC, Audio, Recruitment

Early experiments in dynamic music: Bomberman on NES 2
by Gamasutra Community [12.05.14]
"In Bomberman, whenever the player obtained a bomb power-up, another layer of melody was added to the main theme. The modified theme would play until the end of the current level."

Don't Miss: Is video game music all it can be? 44
by Andrew High [12.02.14]
In this classic piece, composer Andrew High examines what games get right and wrong in terms of music -- with examples from games and film to show what's being done, could be done, and should be done.
Console/PC, Audio

APM signs with Unity to sell licensed music via the Asset Store 2
by Alex Wawro [12.02.14]
Unity has cut a deal with notable film, TV and game music services company APM Music that will see APM selling licenses to much of its music catalog through a new branch of the Unity Asset Store.
Console/PC, Audio

How to get better at teaching yourself new skills 9
by Gamasutra Community [12.02.14]
"It's easy to overemphasize the need to consume educational content, but an equally important part of the learning process is to practice the skills that you are trying to learn."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How to leverage your local library as an indie 1
by Gamasutra Community [12.01.14]
"As my thirst for knowledge increased, so did the diversity of books. I started requesting Art Books, Marketing Books, Books of Faith, and even a very obscure technical book for programming Voronoi Diagrams."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Crafting the sound of Grand Theft Auto V 1
by Staff [11.12.14]
Rockstar's Alastair MacGregor offers fascinating insight into the audio design of Grand Theft Auto V, one of the most high-profile and heavily-produced games of 2013, in this GDC talk.
Console/PC, Audio, Production, Video, Vault

Blog: Everybody is stupid in some respect, or why game music sucks 33
by Gamasutra Community [11.12.14]
"Programming is hard, sound and music are hard. They're hard in different ways. If you don't think they're hard, you've never had to produce something genuinely good in those fields."
Console/PC, Smartphone/Tablet, Indie, Audio, Production

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, Design, Business/Marketing, Video, Vault

Don't Miss: A postmortem look at how Blizzard built Diablo II 4
by Erich Schaefer [11.07.14]
Diablo II executive producer Erich Schaefer details what went right -- and wrong -- during development of what became one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

The roots of interactive audio: Black Knight 2000 5
by Gamasutra Community [11.05.14]
How a 1988 pinball game handled audio: "I have a hunch the reason they find the music so compelling is its role in the complete game/audio/visual package and the attention to detail in integration."
Console/PC, Programming, Audio

IGF 2015 welcomes packed lineup of Main Competition entrants 2
by Staff [11.04.14]
The 17th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 600 entries for its Main Competition once again.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

No More Excuses: Why quality game audio is easier than ever 2
by Alex Wawro [11.04.14]
Veteran sound designer Damian Kastbauer believes audio production these days is a breeze -- and that means you have no excuses not to make your game sound great.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Audio, GDC Next

The sound of Dark Souls 5
by Gamasutra Community [11.04.14]
"There are a couple of things that Dark Souls does, where I'm not sure if they might have been born out of budget limitations, but they end up creating a wonderful final result. Music is one of them."
Console/PC, Audio

GDC Next: Lecture recommendations for press  
by Simon Carless [10.31.14]
GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Composing an indie RPG title track 6
by Gamasutra Community [10.30.14]
On the collaborative process of working with a composer: "I gave some specific feedback... but I ultimately needed to trust his ability to polish the piece."
Console/PC, Indie, Audio, Production

Don't Miss: The neuroscience of survival horror 14
by Maral Tajerian [10.30.14]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design