Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 23, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Features » Resource Guide
Interactive Music Sequencer Design  
by Scott Patterson [05.15.01]
Interactive music sequencer design for games is a real mouthful -- or rather an earful -- and a pretty large topic to boot. Scott Patterson addresses some of the design issues in making a computer music language, and the issues related to providing interactive music functions for game control.
Resource Guide

An Interview with Darryl Duncan  
by Aaron Marks [05.15.01]
It's very refreshing to find someone who takes advantage of their own creative forces, ignoring the 'rules' and going with their gut instinct to produce their craft within an industry which often places too much value on credentials. While Darryl has the qualifications, he doesn't fall to them to deliver the goods. In just two short years, Darryl's company has amassed quite a resume' of titles including Madden 98, 99 and 2000, Ultima Online Third Dawn, and Knockout Kings 2002.
Audio, Resource Guide

Interactive, Audio  
by ROB ROSS [05.15.01]
these two little words "interactive audio" seem to be near the top of so many developers bad_word.lst file? This article endeavors to appease the Knights who say "interactive audio" with a Shrubbery so that developers everywhere may pass through the tangled aural forest and into the glen of sonic bliss!
Audio, Resource Guide

The Sound of Money (Down the Potty): Common Audio Mistakes in Kids' Games  
by George Alistair Sanger [05.15.01]
Do you make games for young kids? Would you like to know how you can stop flushing a whole load of cash right down the crapper? The most important point that gets missed is this: the person who buys the game (the parent) only experiences the game through the audio. Assuming that the game installs easily and that the kid can play the game mostly by him- or herself, and that the kid pretty much likes the game, all of the customer satisfaction, everything the buyer experiences, all of the motivation to buy the next product -- comes from the audio. The parents do not see or play the game. They hear it.
Audio, Resource Guide