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December 12, 2018
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Features » Audio
The Shifting Saga Of Sound Shapes 3
by Brandon Sheffield [09.21.11]
It took four years for Everyday Shooter developer Jon Mak to get his next game, Sound Shapes up and running -- but it's shaping up to be one of the PlayStation Vita's most anticipated titles, and he discusses it inside.
Audio, Design, Interview

Sound Friction: Collaborative Challenges In Games 1
by Rob Bridgett [07.13.11]
In this feature, experienced audio director Rob Bridgett (Prototype) explains how the expanded possibilities brought by modern technology have lead sound directors to have to make careful collaborative choices to support a game's vision.
Audio

Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage 17
by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Surprises In Store: Akira Yamaoka's New Direction 3
by Brandon Sheffield [06.13.11]
In this interview, famed composer and producer Akira Yamaoka discusses what his Silent Hill legacy means to him, what he's been up to since he joined Grasshopper Manufacture, and his vision for what the developer must become.
Audio, Interview

AAA-Lite Audio: Design Challenges And Methodologies To Bring Console-Quality Audio To Browser And Mobile Games 4
by Rev Dr Bradley Meyer [05.31.11]
In this feature, former console audio director turned mobile and browser director Brad Meyer explains what challenges are presented by these constrained platforms -- and how to get the best results with the tools, budget, and staff size that's required by them.
Audio, Social/Online, Smartphone/Tablet

Postmortem: Team Meat's Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business/Marketing, Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital

Closing the Loop: Fostering Communication In Single Player Games 24
by Chuck Jordan [02.01.11]
Game writer and designer Jordan (Telltale's Sam & Max, Strongbad) visits ways in which games interact with the player narratively and offers a new way of looking at player interaction with story in our medium.
Audio, Design, Art

The New Theory Of Horror: Dead Space 2's Creative Director Speaks 5
by Kris Graft [01.24.11]
Dead Space 2 creative director Wright Bagwell delves deep into the creative process that the team followed in devising a compelling horror experience and discusses how Visceral Games hopes to push the medium forward.
Audio, Business/Marketing, Design, Production, Art, Interview

Resetting Accessibility in Games 5
by Dennis Scimeca [12.23.10]
To what end accessibility? Gamasutra speaks to Valve and other developers about creating games for different audiences about the very good reasons you should consider making your game more easily played.
Audio, Design, Art

iOS Audio Design: What Everyone Needs To Know 20
by PJ Belcher [12.08.10]
Experienced audio designer PJ Belcher dives deep into the iOS platforms to produce an overview of the ins and outs of iPhone audio design -- taking into account everything from user behavior to technical constraints.
Audio, Design, Smartphone/Tablet