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October 1, 2020
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Don't Miss: The real story of Torchlight's music 3
by Staff [09.29.20]
In this thoughtful, detailed interview, Matt Uelmen, composer for Runic Games' Torchlight discusses the tactics he took in creating the music for the game, and his experiences on Diablo and WoW at Blizzard.
Audio, Console/PC, Indie

Sponsored: Get started with Dolby Vision and Dolby Atmos on Xbox Series X  
by Dolby [09.28.20]
The Xbox Series X|S will be the first consoles to support Dolby Atmos and Dolby Vision, giving game developers the power to create an unparalleled gaming experience and deliver enhanced audio and graphics.
Audio, Art, Console/PC

Designing and applying audio accessibility features for roguelikes 2
by Gamasutra Community [09.21.20]
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.
Audio, Design

Blog: Game composers and the importance of themes - Part 4  
by Gamasutra Community [09.17.20]
The fourth entry in a five-part series based on composer Winifred Phillips' talk at GDC 2020 in March covering the importance of themes.
Audio, Design

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 2  
by Chris Kerr [09.11.20]
This is the second part of our full, unedited Q&A with Ori and the Will of the Wisps composer Gareth Coker.
Audio, Production, Console/PC

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 1  
by Chris Kerr [09.10.20]
In this unedited Q&A, Gareth Coker explains how he crafted the score to Ori and The Will of the Wisps. This is the first half of a rich two-parter filled with tales and tidbits from the game audio trenches.
Audio, Production, Console/PC


Audio Accessibility Features for Roguelikes 2
by Josh Ge [09.17.20]
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.
Audio, Design, Production, Console/PC, Serious, Indie

State of the Industry 2020 & Beyond with Brad Hart and Johan Karlsson | Game Dev Unchained  
by Brandon Pham [09.16.20]
Brad Hart is a Chief Technology Officer & Johan Karlsson is a Senior Consultant at Perforce. We interviewed both Brad and Johan to talk about the recent survey Perforce conducted about the State of the industry with effects of COVID.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, VR

What Does Cross-Platform Mean to You? 1
by Neil Schneider [09.15.20]
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!
Audio, Smartphone/Tablet, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Recurrence and Rationale in Game Music: Game Composers and the Importance of Themes (Pt. 4)  
by Winifred Phillips [09.15.20]
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.
Audio, Design, Production, Console/PC, Indie, Social/Online

Designing Nonviolent Games: A Hopepunk Love Letter to your Audience 2
by Brian Fairbanks [09.11.20]
Designing nonviolent games feels like we're beginning the race well behind the starting line. This article will outline solutions to solve that problem.
Audio, Design, Serious, Indie

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 2  
by Chris Kerr [09.09.20]
Speaking to us during a Q&A, composer Gareth Coker explained how he crafted the score to Ori and The Will of the Wisps. This is the second half of an incredibly detailed two-parter filled with tales and tidbits from the world of game audio.
Audio


Random42 — London, England, United Kingdom
[10.01.20]
UE4 Technical Artist


Insomniac Games — Burbank, California, United States
[10.01.20]
Story Lead
Insomniac Games - Story Lead

Insomniac Games — Burbank, California, United States
[10.01.20]
Art Director
Insomniac Games - Art Director

Insomniac Games — Burbank, California, United States
[10.01.20]
Character Artist (Blendshapes Focused)
Insomniac Games - Character Artist (Blendshapes)

Insomniac Games — Burbank, California, United States
[10.01.20]
VFX Artist
Insomniac Games - VFX Artist

Insomniac Games — Burbank, California, United States
[10.01.20]
Lead Level Designer
Insomniac Games - Lead Level Designer

Insomniac Games — Burbank, California, United States
[10.01.20]
Lead Environment Artist
Insomniac Games - Lead Environment Artist

Insomniac Games — Burbank, California, United States
[10.01.20]
Lead Outsourcing Artist
Insomniac Games - Lead Outsourcing Artist

Insomniac Games — Burbank, California, United States
[10.01.20]
Lead VFX Artist
Insomniac Games - Lead VFX Artist

New Moon Production — Hamburg, Germany
[09.30.20]
Product Manager (all genders)