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November 30, 2021
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Features » Audio
Weapons Sound Effects Recording and Design for the Next Generation 1
by charles maynes [01.04.07]
Noted Hollywood and video game sound designer Charles Maynes (Call of Duty 3, BLACK, Spider-Man 2) reveals his personal techniques for properly recording and editing weaponry audio, in this exclusive Gamasutra cover feature.

XNA In-Depth: Microsoft's Dave Mitchell Answers Our Questions  
by Brandon Sheffield [12.15.06]
Microsoft's Dave Mitchell reveals extensive details on the recently-launched XNA Studio Express and Creators Club, including IP rights, engine specifics, and Xbox 360 universal sharing plans, in this in-depth Gamasutra interview.
Audio, Business/Marketing, Design, Programming, Production, Art

Unified Design of Universally Accessible Games (Say What?)  
by Anthony Savidis, Dimitris Grammenos [12.07.06]
In a follow-up to The Theory of Parallel Game Universes, Dimitris Grammenos and Anthony Savidis detail their twice-practiced design theories behind Universally Accessible Games - games that can be played simultaneously by all players, regardless of physical handicap.
Audio, Design, Programming, Production, Art

Audible Words, Pt. 1: 'Developers, Meet Your Reviewers'  
by Jesse Harlin, Rob Bridgett [08.31.06]
In a special Gamasutra audio double feature, LucasArts' Jesse Harlin looks at how video game reviewers respond to game audio, while Radical Entertainment's Rob Bridgett examines how academic thinking on game audio has evolved.

Question of the Week Responses: Is Crawford Right?  
by Quang Hong [06.22.06]
Responding to the Question Of The Week on Chris Crawford's eye-opening rhetoric condemning game innovation, professionals from Obsidian, Harmonix, Crystal Dynamics and more talk back.
Audio, Business/Marketing, Design, Programming, Production, Art

Establishing an Aesthetic in Next Generation Sound Design  
by Leonard Paul, Rob Bridgett [06.21.06]
With video game technology at the point where aural artists no longer have to limit themselves creatively, is there a hidden aesthetic in minimalism? Game industry veterans Rob Bridgett and Leonard Paul think so, and explain their techniques in this exclusive Gamasutra feature.

Screen/Play: Documenting Voice Assets 1
by Rafael Chandler [06.08.06]
Screen/Play is a regular feature that discusses best practices for storytelling in games. This article, the first in the series, discusses how to properly document voice assets in a flexible, intuitive spreadsheet, with an example extract from the fictional game King Arthur Up In This Piece.
Audio, Production

Question of the Week Responses: Best of GDC 2006  
by Quang Hong [04.18.06]
We present your responses to last week's Question of the Week which asked, "What were the most interesting announcements or sessions/events at this year's Game Developers Conference?"
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art

Postmortem: Stardock's Galactic Civilizations 2: Dread Lords 5
by Brad Wardell [04.05.06]
Stardock founder and CEO Brad Wardell gives a rare inside look at the challenges and rewards of independently developing and publishing a key PC strategy game sequel, in creating Galactic Civilizations II: Dread Lords.
Audio, Business/Marketing, Design, Postmortem, Programming, Production

From a Distance: The Virtual Collaboration that Helped Score The Sims 2 DS/GBA  
by Andy Jones [01.10.06]
Gamasutra gets the story behind the long-distance collaborative effort behind creating the soundtrack for the recent GBA/DS release The Sims 2, as we interview composers Kyle Johnson and Ian Stocker.
Audio, Production, Interview