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August 21, 2019
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Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Alissa McAloon [08.19.19]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Video Game Deep Cuts: Dicey Dungeons Gets Rad, Patreon Follows  
by Gamasutra Staff [08.18.19]
This week's roundup includes looks at standout new titles including Dicey Dungeons and Rad, an analysis of Patreon as incremental funding, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Great game audio choreography for battle design  
by Staff [08.16.19]
In this 2017 GDC session, veteran voice director Khris Brown discusses how to approach to improving fight mechanic audio design while the player is in the heat of battle.
Audio, Console/PC, Indie, Video, Vault

Bloodborne and Mass Effect 3 composer forms new audio production company  
by Chris Kerr [08.15.19]
Bloodborne and Mass Effect 3 composer Cris Velasco has founded a new "full-service audio production company" called The Audio Hive.
Audio, Business/Marketing, Production

Blog: How music enhances virtual presence - Part 2  
by Gamasutra Community [08.14.19]
In the second of this four-part series, game composer Winifred Phillips shares ideas from her GDC 2019 talk 'How Music Enhances Virtual Presence.'
Audio, Design

PSA: Thursday is your last day to pitch Core Concepts talks for GDC 2020!  
by Staff [08.12.19]
GDC 2020 is still accepting pitches to present lectures, roundtables, and panels for the Core Concepts part of the event -- but submissions close this Thursday, August 15th at 11:59 PM PT! 
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing


Video Game Deep Cuts: Dicey Dungeons Gets Rad, Patreon Follows  
by Simon Carless [08.18.19]
This week's roundup includes looks at standout new titles including Dicey Dungeons and Rad, an analysis of Patreon as incremental funding, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Music and Psychological Attachment: How Game Composers Can Enhance Virtual Presence (Pt. 2)  
by Winifred Phillips [08.13.19]
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 2: Game Music and Psychological Attachment. Included are practical examples and video demonstrations.
Audio, Production, Console/PC, VR

Video Game Deep Cuts: Eliza's Moral Panic Over Wii Sports  
by Simon Carless [08.11.19]
This week's roundup includes a look at new Zachtronics title Eliza, the moral panic about Fortnite and 'good play', and the incredible Wii Sports speedrunners, among a host of other interesting pieces.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

What 2D Game Developers Fear about Surround Sound and Why You Should Do It Anyway 2
by Panagiotis Kouvelis [07.31.19]
Why 2D games seldom feature surround sound output? Should they? How can this be done correctly? We try to look deeper into those questions and provide some useful answers for the aspiring game developer.
Audio, Console/PC, Indie, Smartphone/Tablet

Seven Standards: 4. Sustain Self  
by Ben Follington [07.29.19]
Creation should uphold the value of the individual creator. The creation of value should not come at the cost of, nor damage or reduce value of the creator. Creativity should not come at the expense of physical, mental, or emotional health.
Audio, Business/Marketing, Design, Production, Art, Serious, Indie

Music for Video Games: The Plan  
by Ricardo Cuello [07.29.19]
This article is about the elements to consider when planning the composition of music for a video game. Elements that I believe are fundamental when starting to work on a project. All seen from a purely compositional point of view.
Audio


The Walt Disney Company — Glendale, California, United States
[08.21.19]
Game Designer, Creative Development


Deep Silver Volition — Champaign, Illinois, United States
[08.21.19]
Project Manager


Wargaming Sydney — Sydney, New South Wales, Australia
[08.21.19]
UI Programmer
UI Programmer

Wargaming Mobile — Berlin, Germany
[08.21.19]
Senior Concept Artist


Wargaming Sydney — Broadway, New South Wales, Australia
[08.21.19]
Gameplay Programmer, C++ - Vehicle Physics
Wargaming Sydney is seeking a physics programmer to join our studio.

Wargaming Mobile — Berlin, Germany
[08.21.19]
Lead Producer


Wargaming Mobile — Berlin, Germany
[08.21.19]
Senior Game Designer


Wargaming Mobile — Berlin, Germany
[08.21.19]
Technical Director


Wargaming Mobile — Berlin, Germany
[08.21.19]
Senior Unity Developer


Sucker Punch Productions — Bellevue, Washington, United States
[08.20.19]
Producer