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August 2, 2021
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In this article, game composer Winifred Phillips discusses how video game concert tours and other video game music events have coped with Covid-19. Included: links to live-stream performances, free online concerts, and news about upcoming concert dates.

Cross-platform development is based on a Boogle House foundation that is beginning to creak from age, stress, and limits reached. In part two of this series, Neil Schneider highlights the risks in action and possible solutions.

Composer Winifred Phillips explores strategies for new composers to land their 1st game - with tips on educational resources, developing a solid reputation, cultivating a network of contacts, & surfacing opportunities. Resources list included.

The 'Interactive Empathy and Embodiment' framework is an innovative, sensory design approach to game design founded on traditional craft, which promotes empathy and hopes to nudge the industry in a more self-aware and conscientious direction.

Part two of this two-part article series explores musical approaches to timed challenges in Fail Factory and Spyder. Includes video examples and in-depth discussion of strategies and contrasting techniques.

Part one of this two-part article series explores musical approaches to timed challenges in Call of Champions, Hades' Star and Sports Scramble. Includes video examples and in-depth discussion of strategies and contrasting techniques.

Let's explore what happens when musical themes are employed within more complex interactive music systems! This is the last installment of the five-part article series on the use of thematic content in video game music composition.

Posted by Josh Ge on 09/17/20 10:29:00 am in Audio, Design, Production, Console/PC, Serious, Indie
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.

Last November, TIFCA held it's ecosystem summit to kick off the Client-to-Cloud Revolution - the journey to the next era of computing. Part of this development is a Create Once, Reach All (CORA) mechanism for content developers. Here is our progress!

Fourth of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of recurrence, including rationale.