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November 30, 2021
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Features » Audio
Dynamics of Narrative 5
by Rob Bridgett [09.24.09]
What can the well-established techniques of other media teach developers about game audio? Exploring structure, dynamic range and other ways to put the 'sound' back into sound design.
Audio, Design

Gaming the System: How to Really Get Ahead in the Game Industry 20
by Brandon Sheffield [09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline.
Audio, Business/Marketing, Design, Programming, Production, Art

The Game Audio Mixing Revolution 7
by Rob Bridgett [06.18.09]
Where's game audio heading? Veteran audio designer Bridgett (Scarface) gathers mixing case studies on titles from LittleBigPlanet to Fable II<, and concludes by looking at the next 5-10 years in the field.

Dynamic Game Audio Ambience: Bringing Prototype's New York City to Life 8
by Scott Morgan [06.04.09]
In a fascinating, in-depth audio article, Radical's Morgan explains the detail that went into creating the complex ambient sound for the troubled cityscape in action game Prototype.
Audio, Design

The Future Of Game Audio - Is Interactive Mixing The Key? 5
by Rob Bridgett [05.14.09]
In the first part of a new analysis, high-end game audio veteran Rob Bridgett (Scarface, 50 Cent: Blood In The Sand) examines Skywalker Sound's mixing on the remastered Ghost In The Shell movie, then extrapolates to ask - is real-time mixing of sound effects, music and dialog in games an important part of the future of AAA game audio?

Postmortem: Square Enix's The World Ends With You 3
by Takeshi Arakawa, Tomohiro Hasegawa, Tatsuya Kando [04.30.09]
In this rare postmortem, the creators behind acclaimed DS title The World Ends With You at Square Enix and Jupiter describe exactly what went right -- and wrong -- while making the innovative touch-screen title.
Audio, Design, Postmortem, Production, Art

The Three Rs of Audio Leadership 3
by Jesse Harlin [04.24.09]
What are the key things you need to work as a video game audio lead? LucasArts' Jesse Harlin picks the 'three Rs' that he thinks game audio managers need to have.

50 Cent: Blood on the Sand: Audio Postmortem 1
by Rob Bridgett [04.15.09]
In this detailed postmortem, Bridgett discusses what went right and wrong during the creation of audio for the Swordfish-developer, hyper-stylized hip hop action game 50 Cent: Blood On The Sand.
Audio, Postmortem, Production

The Designer's Notebook: The Genre That Would Not Die! 12
by Ernest Adams [04.14.09]
In his latest column, Ernest Adams discusses the creeping return of the adventure game, discussing 'what got better' and 'what didn't get better' in the genre after its famine years.
Audio, Design, Art

Planet of Sound: Talking Art, Noise, and Games with EA's Robi Kauker 3
by Jeffrey Fleming [04.13.09]
Robi Kauker is the audio director for the EA Play Label at Electronic Arts and for almost ten years he's been helping create the multilayered soundscapes that make up The Sims world - he talks to Gamasutra about it.
Audio, Interview