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September 20, 2017
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Updates » Audio
Oculus Rift SDK introduces suite of VR audio tools  
by Alissa McAloon [09.19.17]
Oculus has introduced a handful of new features to its Rift SDK that all seek to give game developers the ability to create immersive VR experiences through quality, spatialized audio.
VR, Audio, Design, Video

The GDC 2018 Mobile Summit seeks your great talk submissions!  
by Staff [09.19.17]
Heads up: organizers are still accepting pitches for Summit sessions at Game Developers Conference 2018, which is coming back to the Moscone Center in San Francisco March 19-23, 2018!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Follow Gamasutra's VRDC 2017 coverage right here!  
by Staff [09.19.17]
VRDC Fall 2017 is happening this week! Gamasutra will be there to cover a wide variety of talks, panels, and demos during the show, which is happening this Thursday and Friday, September 21-22.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Tracing the path an Israeli folk song took to end up in Japanese video games 1
by Alex Wawro [09.18.17]
The folks at PRI dig into an old mystery: how did the old Israeli folk song "Mayim, Mayim" make its way into Japanese pop culture -- and from there, into Japanese video games like Sexy Parodius?
Console/PC, Audio

VRDC Speaker Q&A: Richard Ludlow on crafting audio for interactive VR experiences  
by Emma Kidwell [09.14.17]
Richard Ludlow is the audio Ddirector at Hexany Audio, and will be at VRDC 2017. His talk aims educate and empower VR developers by exploring advanced immersion techniques with regards to audio.
VR, Audio, Design, VRDC

Blog: Resources for video game music composers 5
by Gamasutra Community [09.13.17]
Video game composer Winifred Phillips offers a roundup of resources available to newcomers who aspire to enter the field of game music composition.
Audio

Video Game Deep Cuts: The Secret World Of Dad Of Light  
by Gamasutra Staff [09.10.17]
This week's long form article/video highlights include the depths of the Secret World role-playing community, a unique new Final Fantasy-themed TV show, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Creating ambient audio for L.A. Noire and The Banner Saga 6
by Gamasutra Community [09.08.17]
How does an audio designer sprinkle sounds into a game to enhance player immersion? Michael Theiler with Kpow Audio offers a practical look at the methods he has used when implementing ambient audio.LA
Audio

Video Game Deep Cuts: Maybe Tomorrow, Everybody's Golf?  
by Gamasutra Staff [09.03.17]
This week's highlights include a piece on what happens when The Tomorrow Children goes away, a silly Everybody's Golf video, & a host of other neat articles/videos.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Video Game Deep Cuts: Subsurface Kingdoms Of Destiny 1
by Gamasutra Staff [08.27.17]
This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Making the music of Doom 1
by Staff [08.22.17]
At GDC 2017 composer Mick Gordon offers up a behind-the-scenes look at the compositional process, production techniques and creative philosophies that went into scoring the game.
Console/PC, Audio, Video, Vault

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Gamasutra Staff [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Game music system tools and tips 2
by Gamasutra Community [08.18.17]
Several dynamic music systems were presented in the GDC 2017 audio track. In part three of her latest article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks.
Audio, Production

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Using sound design to give Slime Rancher charm without getting too gooey  
by Alissa McAloon [08.16.17]
A chorus of plorps, ploops, and cheers could easily become overwhelming for players in a game like Slime Rancher if not for its carefully constructed sound design.
Audio, Design, Video

Video Game Deep Cuts: GTA Online's Flash Dream  
by Gamasutra Staff [08.14.17]
This week's longform articles/videos include GTA Online's crime issues, the history of the Flash game scene, & the triumphant completion of The Dream Machine.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2018 seeks your submissions for great Audio talks! 1
by Staff [08.09.17]
If you have a talk that would fit perfectly in the Audio track at Game Developers Conference 2018, organizers want to hear it -- and they're accepting submissions through Thursday, August 17th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, GDC

Blog: Creating procedural music in All Walls Must Fall 2
by Chris Kerr [08.08.17]
All Walls Must Fall uses a custom, procedural music mixer to play the soundtrack of the nightclubs of Berlin 2089. Here, we deconstruct Ben Prunty's track 'Synaesthetic' to explain how that works.
Audio

Don't Miss: Creating dynamic audio for Rainbow Six: Siege's destructible levels 5
by Louis Philippe Dion [08.07.17]
"By using a series of strategically placed points in the map, called Propagation Nodes, we are able to calculate the lower cost paths of a sound between the listener and the source."
Programming, Audio, Design

Video Game Deep Cuts: The Twin-Stick Tacoma Pyre  
by Gamasutra Staff [08.06.17]
This week's longform article/video highlights include the making of Fullbright's Tacoma and Supergiant's Pyre, as well as a guide to the essential twin-stick shooters & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing