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November 30, 2021
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Features » Audio
Getting Game Audio Right: The Big Picture 7
by Rob Bridgett [06.17.10]
Experienced audio designer Rob Bridgett (Prototype) lays out a practical roadmap for an entire project's audio design, explaining how to allow for changing development situations across all disciplines while still providing a clear vision of how everything fits together.

Postmortem: Frozenbyte's Trine 9
by Lauri Hyvärinen, Joel Kinnunen [06.03.10]
Developers of the popular PSN and PC download game talk challenges in transitioning from PC to console development, and getting game balance right in their quest to create a memorable fairytale adventure.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Revival Horror: New Ideas in Fear-Making 11
by Michael Thomsen [06.01.10]
What goes into making a good horror game? Michael Thomsen speaks to Visceral Games, Grasshopper Manufacture, Tale of Tales and more to get to the core of the art of the scare.
Audio, Design, Art

Action Adventure Level Design: Pacing, Content, and Mood 3
by Toby gard [05.27.10]
Toby Gard continues with his case study of fictional game Ken Kong Zombie Killer, looking at how the game's pacing ties into its content and mood -- tying development processes together.
Audio, Design, Art

Postmortem: Magnin & Associates' Skittleball 2
by Ed Magnin, Paul Schorn [04.27.10]
In Gamasutra's first postmortem of an iPad game, two members of the team at Magnin & Associates, a veteran developer of portable games, discuss the difficulties and surprising benefits of developing Skittleball for Apple's new platform.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Smartphone/Tablet

The Melody Of Change: Akira Yamaoka At Grasshopper 3
by Brandon Sheffield [04.09.10]
Longtime Silent Hill composer Akira Yamaoka discusses his move to No More Heroes creator Grasshopper Manufacture and the philosophy behind his approach to creating game music.
Audio, Design

Bonus Feature: Backstage With The Audio Of Guitar Hero 5 4
by Tom Parker [03.31.10]
Neversoft audio programmer Tom Parker picks apart the process used to make the sound in the Guitar Hero games really stand out and be player-responsive -- and talks about tying in their custom tools with off the shelf solutions.
Audio, Design

Postmortem: Double Fine's Brutal Legend 25
by Caroline Esmurdoc [03.25.10]
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art

Your (Brief) Guide To GDC 2010 4
by Gamasutra staff [03.07.10]
Planning to attend this week's conference or follow the coverage on Gamasutra? We here present a relatively succinct guide to a conference jam-packed with fascinating and diverse talks, including guides to many promising sessions from top-notch international speakers.
Audio, Business/Marketing, Design, Production

In The Loop: Planning for Feedback in Video Game Audio Production 4
by Rob Bridgett [02.25.10]
Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio projects.
Audio, Production