Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 21, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:



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 onDiablo III: Reaper of Souls offered fellow devs some insight into the strategies and challenges for scoring Hell.
Audio, Console/PC, 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.'"
Audio, Indie

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.
Audio, Business/Marketing, Design, Production, Art, Console/PC, 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.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, 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.'"
Audio, Console/PC, 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


Bartle's Taxonomy of player types concerning cheating  
by Ashlye Kaczmarek [11.21.17]
This Paper is a collection of conclusive research on the topic of cheating in the formation of Bartles Taxonomy of Player Types.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, VR

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

From Linear to Adaptive: A Deeper look into Elias Studio 3 MIDI Capabilities  
by Theo Nogueira [11.14.17]
After writing my last blog on my transition to Adaptive Music and how I fell in Love with Elias Studio, I decided to go a bit deeper.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Understanding Audio in VR - A Game Music Composer's Resource Guide  
by Winifred Phillips [11.14.17]
Video game composer Winifred Phillips offers a roundup of resources available to game composers interested in composing music for virtual reality games. Included: methods and techniques, software tools, online communities, conferences and organizations.
Audio, VR

From Linear to Adaptive - How a Film Composer fell in love with Adaptive Music  
by Theo Nogueira [11.14.17]
At the Game Developers Conference (GDC) in San Francisco, I was introduced to the adaptive music tool for game composers, Elias. They showed me the newly introduced MIDI capabilities, and I began to think about how it compared to other middleware.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Simon Carless [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.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Heart Machine — Los Angeles, California, United States
[11.21.17]
Level Designer


Echtra Games, Inc. — San Francisco, California, United States
[11.21.17]
User Experience Designer


Purdue University — West Lafayette, Indiana, United States
[11.21.17]
Clinical Professional Professor


Purdue University — West Lafayette, Indiana, United States
[11.21.17]
Tenure-Track Assistant Professor


Blackbird Interactive — Vancouver, British Columbia, Canada
[11.21.17]
Senior Programmer


WOLCEN STUDIO — Nice, France
[11.21.17]
Senior/Lead Animator
We are looking for a passionate and ambitious Senior 3D Animator to bring to life the characters and creatures of our game, Wolcen : Lords of Mayhem !

WOLCEN STUDIO — Nice, France
[11.21.17]
Senior Network Programmer
Wolcen Studio is looking for an experienced Senior Network Programmer to support our core engine team.

StoryArc Media — Boston, Massachusetts, United States
[11.21.17]
Director of Growth Marketing, Poptropica and Kids Entertainment


Gamehouse — Eindhoven, Netherlands
[11.21.17]
Senior Release Manager


IGT Australia Pty Ltd — Hawthorn East, Victoria, Australia
[11.20.17]
Software Engineer – C#/Unity