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November 27, 2021
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Features » Audio
Postmortem: WayForward's A Boy and His Blob 10
by sean velasco [02.11.10]
In this in-depth postmortem, longtime independent developer WayForward (Contra 4) discusses the creation of Wii remake A Boy And His Blob for Majesco, looking at what went right and wrong in updating the classic NES title for today's gamers.
Audio, Business/Marketing, Design, Postmortem, Production, Art

Jumpstarting Your Creativity 6
by Rev Dr Bradley Meyer [02.03.10]
Experienced sound designer Brad Meyer (DJ Hero) espouses a creative philosophy of taking a step back and making common sense decisions as the best method for reinvigorating that elusive creative spark once it's fled.
Audio, Design

The Next Big Steps In Game Sound Design 11
by damian kastbauer [01.28.10]
Technical sound designer Damian Kastbauer breaks down the current generation's innovations in sound design from a technical perspective, outlining what current games can do aurally, and speaks to other developers to find out more.

Postmortem: Ronimo Games' Swords & Soldiers 5
by Jasper Koning, Fabian Akker [12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, Indie

Art-Media Innovation: Yudo's iPhone Success, Natal Dreams 2
by Brandon Sheffield [11.27.09]
Gamasutra sits down for an in-depth interview with Beatmania co-creator Reo Nagumo and former Q Games exec Reo Yonaga (Lumines) to reveal their new, thus far iPhone-centric developer Yudo, as well as possible plans for console titles and hopes for Microsoft's Natal.
Audio, Business/Marketing, Design, Interview, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: 8Monkey's Darkest of Days 5
by Jeff Russell [11.26.09]
In this in-depth postmortem, developer 8Monkey Labs explains the creation of PC and Xbox 360 time-traveling shooter Darkest Of Days, outlining exactly what went right and wrong in the creation of the ambitious title.
Audio, Design, Postmortem, Programming, Production

Beyond The Button Press 7
by Jesse Harlin [10.20.09]
What opportunities are there for games that innovate using audio? LucasArts' Jesse Harlin takes a look at what new audio control possibilities technology has brought us, in this article originally published in Game Developer magazine recently.

Postmortem: ACE Team's Zeno Clash 10
by Carlos Bordeu [10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process.
Audio, Design, Postmortem, Production, Art, Indie

Game Audio Contracts 6
by Duane Decker [10.02.09]
Contracting audio designers and directors lets developers and publishers get all the quality of professionals at less expense -- we look inside the crucial game audio contract for both sides.

The Designer's Notebook: How to Write Sports Commentary 1
by Ernest Adams [09.29.09]
Sports commentary is an essential part of the viewing experience -- thus core to the game industry too. How to write it right, from Madden vet Ernest Adams.
Audio, Design