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September 26, 2020
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Brian Schmidt's Comments

Comment In: [Feature - 06/24/2013 - 01:00]

Joseph--that 's funny... r nWhen ...

Joseph--that 's funny... r nWhen I was doing Genesis/SNES music and sound, I 'd do the same thing, though in reverse. My system was designed to submit a single black-box binary file to the developer. I 'd always make sure my first delivery filled up my entire audio budget, even ...

Comment In: [Blog - 06/17/2013 - 04:50]

Thanks -- I hadn 't ...

Thanks -- I hadn 't thought about E0 in ages I do remember when it came out on the Saturn, though I didn 't know there was a Windows version made. Strangely enough, even though the aliens were invisible, they didn 't use the 3D sound capability--which was actually built-in ...

Comment In: [Blog - 02/08/2013 - 07:44]

Actually in general, Game soundtracks ...

Actually in general, Game soundtracks outsell Film Score soundtracks, unless it 's either a musical, like Les Mis, or has a big name artist, like the score soundtrack for Titanic. So in that sense, they 're at least as much a 'part of the music industry ' as film score ...

Comment In: [Blog - 10/25/2012 - 02:05]

I played that to death ...

I played that to death on my old 128k Mac. non-stop.

Comment In: [Blog - 09/28/2012 - 09:00]

Very nice article-- However, I ...

Very nice article-- However, I would differ on at least one point. r nYou say: r n First and foremost, play through the entirety of your game and create an Audio Asset list. r n r nIf you have waited until you can play through the entirety of your game ...

Comment In: [News - 08/12/2011 - 05:41]

Totally agree that realism isn't ...

Totally agree that realism isn't what people want or what sells units... Hollywood as well as games have always exaggerated audio, whether it was making explosions unnatually large or punches and whooshes bizzarely loud and pronounced.. Great comments all around, but ironically I actually wasn't referring to sound itself in ...

Comment In: [News - 06/15/2011 - 05:00]

Physically modelling sound turns out ...

Physically modelling sound turns out to be quite difficult. One of the things that makes sounds rich and exciting is all the nuance and imperfections in real-world objects. Even quite complicated physical models are still massively simplified, and as a result generate sounds which while passable, aren't all that great. ...

Comment In: [News - 01/04/2011 - 07:59]

Anyone have any information on ...

Anyone have any information on how they did on Xmas day Specifically, did a presumably higher than average number of concurrent users affect the overall experience

Comment In: [News - 10/29/2009 - 08:12]

A great game designer holds ...

A great game designer holds a vision. They also have the ability to get others to see their vision and work towards it. They also know how much work and effort it takes bring the vision to fruition by other disciplines, letting the talents of their team show without venturing ...

Comment In: [Blog - 05/20/2009 - 06:09]

Or perhaps author Doyle, for ...

Or perhaps author Doyle, for writing Holmes as a violin-playing detective :

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