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September 19, 2018
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Updates » Audio
Come to VRDC Fall 2017 for expert tips on designing and demoing VR experiences  
by Staff [05.31.17]
Organizers of the Virtual Reality Developers Conference are excited to highlight 2 more great sessions for VRDC Fall 2017 that offer expert tips on VR audio design and respectful, effective VR demos.
VR, Audio, Design, Business/Marketing, VRDC

Bosslady Blog: Be Seeing You 1
by Staff [05.30.17]
In her final GDC Bosslady blog, our long-time general manager Meggan Scavio makes an announcement around, well, why this is her final GDC Bosslady blog.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Q&A: Creating Horizon: Zero Dawn's neo-prehistoric soundtrack  
by Chris Kerr [05.29.17]
"We talked at length about the overall world, Aloy's surroundings, her personal journey, and the tribes she meets along the way."
Console/PC, Audio

Video Game Deep Cuts: That Slime Prey's Card Thief  
by Gamasutra Staff [05.28.17]
This week's top articles/videos include a great GDC video about storytelling in Slime Rancher, the surprising plot of the canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Aaero designers agonized over being 'too Rez-like' 1
by Joel Couture [05.22.17]
The makers of the indie rhythm action game Aaero initially resisted making a necessary change to how shooting worked in their game because they didn't want to be accused of being "too 'Rez-like.'"
Console/PC, Indie, Art, Audio, Design, Video

Video Game Deep Cuts: Gnog Bunnies Love Snipperclips  
by Gamasutra Staff [05.22.17]
This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How Scanner Sombre immerses players in a pitch-black cave: sound and lasers 1
by Jack Yarwood [05.19.17]
Inspired in part by a Radiohead video, Scanner Sombre has players explore a cave using a LIDAR sensor . "My aim was to put the player in an environment that perhaps they'd never seen before.”
Console/PC, Indie, Art, Audio, Design, Video

Blog: A legal guide to music licensing contracts  
by Gamasutra Community [05.18.17]
In light of what happened with Alan Wake, this guide will explain written licenses to use that music, and walk you through some common terms found in those documents.
Audio, Business/Marketing

The art of the chase: Level design and player orientation in Outlast 2  
by Joel Couture [05.18.17]
Outlast 2 comes alive when players are being chased through the dark game world. “It has to feel chaotic, yet intuitive. When you make it too obvious, some players start to feel they’re on a track.”
Console/PC, Indie, Audio, Design, Video

Blog: Composing video game music to build suspense - Part 5
by Gamasutra Community [05.17.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk and discusses the power of using relative silence to increase suspense.
Audio, Production

Video: Composing the music and sound of Hyper Light Drifter  
by Staff [05.16.17]
At GDC 2017, audio wizards Akash Thakkar and Rich Vreeland (aka Disasterpeace) opened up about how they found the right soundscape for Hyper Light over the course of 3 years and countless revisions.
Indie, Audio, Video, Vault

Video Game Deep Cuts: Phoenix Point's Typeshift Prophet  
by Gamasutra Staff [05.14.17]
This week's Video Game Deep Cuts longform articles/videos include Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Remedy's Alan Wake to be delisted in wake of expiring music licenses 6
by Alissa McAloon [05.12.17]
Remedy says patching the game to remove the offending tracks isn't an option and as such the game is set to be removed from online storefronts on May 15.
Console/PC, Audio, Business/Marketing

Blog: Creating the audiovisuals in Streams of Nurture
by Gamasutra Community [05.09.17]
A blog post detailing the audiovisual development process of Streams of Nurture, a salmon aquaculture (fish farming) Ren'Py visual novel that I wrote, coded and designed throughout my senior year.
Art, Audio, Design

Video Game Deep Cuts: A Raw Data Scanner NESticle  
by Gamasutra Staff [05.07.17]
This week's highlights include videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Thomas Brush's Pinstripe 15
by Thomas Brush [05.03.17]
After five years of scoring, illustrating, designing, and developing Pinstripe, my game about Hell, I'm left with a strange pit in my stomach, and a lot of questions.
Console/PC, Indie, Art, Audio, Design, Video

Video Game Deep Cuts: That Cute TOSE Burnout  
by Gamasutra Staff [05.01.17]
This week's longform article/video highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Composing video game music to build suspense, part 4 2
by Gamasutra Community [04.25.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk. This time around, she looks at how the power of low frequency sound can be harnessed to create tension.
Audio, Design

Get a job: Digital Extremes is hiring a Sound Designer  
by Staff [04.21.17]
Digital Extremes is looking for a Sound Designer to create engaging and detailed sound design for levels, cinematics, marketing and more in London, Ontario, Canada.
Audio, Recruitment

Blog: Building a dynamic ecology through sound
by Gamasutra Community [04.21.17]
A multi part development journal that discusses the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examines the risks and challenges encountered.
Audio, Design