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September 22, 2018
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Features » Audio
Giving Games A Voice: Sony's Dialog Manager Greg deBeer Speaks 2
by Brandon Sheffield [05.28.08]
Voice acting is a surprisingly vital part of character-based game creation - and Gamasutra talks to Sony dialog manager deBeer on his work aiding titles from the God of War series to Uncharted: Drake's Fortune.
Audio, Design, Interview, Console/PC, North America

Sounds Of The Snow 8
by Tapio Liukkonen [03.20.08]
In one of the more unconventional Gamasutra articles we've ever published, Finnish game sound designer Tapio Liukkonen (Broken Alliance) writes passionately about the need for authentic winter sound recording in games.
Audio, Production

IEZA: A Framework For Game Audio 2
by Richard van Tol, Sander Huiberts [01.23.08]
In this technical Gamasutra feature, two academics compare film audio to game audio to reach a definitional framework for game audio, which they claim will help game audio practitioners make richer sound designs.
Audio

Designing A Next-Gen Game For Sound  
by Rob Bridgett [11.22.07]
In this game audio article, sound designer Rob Bridgett (Scarface: The World Is Yours) discusses the key elements of next-gen audio - and just what sounding "as good as film" means in today's increasingly sophisticated market.
Audio

Using Untapped Resources For Game Audio: How Testers, Producers Can Help 1
by Alexander Brandon [09.28.07]
In today's audio-focused feature, former Midway and current Obsidian audio director Alexander Brandon looks at how game audio specialists can find help for vital audio implementation tasks, when the crunch is on.
Audio

Defining Adaptive Music 1
by Andrew Clark [04.17.07]
Audio programmer Andrew Clark (Full Auto series, Pseudo Interactive) attempts to define adaptive music for games, using examples ranging from early efforts via LucasArts' iMUSE engine through modern games such as the Rainbow Six series, in this Gamasutra feature.
Audio

Audio Postmortem: Scarface: The World is Yours  
by Rob Bridgett [03.22.07]
Just what went into the $2.5 million audio budget for Sierra's Scarface: The World is Yours? Audio director and frequent Gamasutra contributor Rob Bridgett discusses the ups and downs in this extensive audio postmortem.
Audio, Postmortem, Production

Surviving Audio Localization 2
by Corinne Isabelle Le Dour [02.14.07]
Experienced localization producer Le Dour (Splinter Cell: Chaos Theory) discusses the "high maintenance" job of localizing game audio, mapping out the specifics in this fascinating in-depth article.
Audio, Production

Gamasutra Podcast Transcript - An Interview With Susan O'Connor  
by Tom Kim [01.29.07]
Gamasutra Podcast host Tom Kim talks with scriptwriter Susan O'Connor (Bioshock, Gears of War) about her influences, aspects of her creative process both practical and intuitive, as well as the difference between writing for games and other media, in this Gamasutra Podcast interview transcript.
Audio, Business/Marketing, Design

Question Of The Week: 2007 Resolutions  
by Brandon Boyer [01.15.07]
In Gamasutra's latest Question of the Week, we asked our audience of professionals to suggest their industry New Year's Resolution - one change the video game industry should effect in 2007.
Audio, Business/Marketing, Design, Programming, Production, Art