Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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


Updates » Audio
Blizzard's senior audio director Russell Brower departs studio  
by Chris Kerr [07.21.17]
After joining the World of Warcraft creator over a decade ago, Brower has worked on almost every single Blizzard release since The Burning Crusade expansion, including recent hits like Hearthstone and Diablo III.
Audio, Business/Marketing


Blog: The pros and cons of game music systems  
by Gamasutra Community [07.19.17]
In the second part of her three-part series, video game composer Winifred Phillips discusses the pros and cons of these systems, while also sharing case studies from her own projects.
Audio, Design

Blog: What we learned improvising a live game soundtrack 3
by Gamasutra Community [07.18.17]
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post explains our approach and what did and didn't work.
Audio, Design

Horizon Zero Dawn dev Guerrilla Games wins big at Develop Awards  
by Chris Kerr [07.13.17]
Guerrilla Games was one of the big winners at last night's Develop Awards in Brighton, taking home the Studio of the Year and Animation Awards for its work on Horizon Zero Dawn
Programming, Art, Audio, Design, Production

Game Design Deep Dive: Creating a new language for Planet Coaster  
by James Stant [07.13.17]
"When guests are happy, their language can sound smooth and spritely, yet as they become unhappy, their lexicon is characterised by heavier and harsher staccato sounds." - James Stant, Senior Audio Designer at Frontier Developments
Console/PC, Indie, Audio, Deep Dive

Video: Crafting the sound of No Man's Sky 1
by Staff [07.11.17]
At GDC 2017, sound designer Paul Weir breaks down how the game makes use of innovative audio tech, including a vocal modeling synthesizer plugin and a custom-built generative music system.
Indie, Audio, Video, Vault

Composer and director of Rakuen on crafting an evocative soundtrack 1
by Joel Couture [07.05.17]
"Being both the composer and game developer helped a lot. Music wasn't an afterthought; I was able to take it into account from the very beginning of development.”
Console/PC, Indie, Art, Audio, Design, Video

Blog: Discussing the secrets of SpatialOS audio design  
by Gamasutra Community [07.04.17]
We're currently working with Improbable’s SpatialOS to create Lazarus, a top-down massively-multiplayer shooter set in a massive universe. Here's how we're creating the game audio.
Audio, Design

Video: A postmortem look at the scoring of BioShock Infinite  
by Staff [06.29.17]
At GDC 2015, composer Gary Schyman shares an earnest postmortem of his work on BioShock Infinite, in the process offering fellow devs an inside look at the complexities of scoring a big-budget game.
Console/PC, Audio, Video, Vault

Blog: Getting a job in the world of game audio 4
by Gamasutra Community [06.29.17]
How can you better prepare yourself for the marathon of getting hired in this industry? While aimed at game audio, this article includes practical techniques and tips that apply to any creative field.
Audio, Business/Marketing

Blog: What game music systems are composers using? 4
by Gamasutra Community [06.29.17]
Video game composer Winifred Phillips explores some game music systems, and shares some interactive music case studies from her own projects.
Audio, Design

Video: Crafting epic, interactive music for Final Fantasy XV  
by Staff [06.27.17]
At GDC 2017 Square Enix audio programmer Sho Iwamoto takes the stage stage to explain how the Final Fantasy XV team designed a custom system to allow for interactive music that still sounds epic.
Console/PC, Audio, Video, Vault

How the Streets of Rage composer got funding for his studio: he asked his mom 2
by Alex Wawro [06.19.17]
Heads up, devs: There's a really nice feature up on Polygon today about Yuzo Koshiro, the well-known Japanese game composer who's also been quietly making games his entire adult life.
Audio, Business/Marketing

Video Game Deep Cuts: Those Hidden Coin-Operated E3 Boys  
by Gamasutra Staff [06.18.17]
This week's longform article highlights include behind-the-scenes on Hidden Folks, an interview about the Coin-Operated Americans book, interviews from E3, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Cryptic Studios is hiring a Software Engineer (Audio)  
by Staff [06.15.17]
Cryptic Studios is currently seeking a Software Engineer to create and maintain its audio pipeline and systems in Los Gatos, CA.
Audio

Life is Strange prequel hit by SAG-AFTRA voice actor strike  
by Chris Kerr [06.13.17]
The ongoing SAG-AFTRA voice actor strike means Life Is Strange has lost one of its major talents.
Console/PC, Audio, Business/Marketing

Video Game Deep Cuts: Oxygen Arms Not Included  
by Gamasutra Staff [06.11.17]
This week's top longform articles & videos include the design of Klei's Oxygen Not Included, a look at Nintendo's Arms, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Sid Meier and Bruce Shelley's postmortem of Civilization  
by Staff [06.07.17]
Game industry luminaries Sid Meier and Bruce Shelley take the stage at GDC 2017 to present a Classic Game Postmortem on Sid Meier's Civilization and share their stories of making an enduring classic.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, History, Video, Vault

Blog: How musical variation can aid player understanding  
by Gamasutra Community [06.06.17]
Video game composer Winifred Phillips describes how she used variation for her Little Lords of Twilight game score.
Audio, Design