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January 16, 2018
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Updates » Audio
Blog: Can video game music make you smarter? 6
by Gamasutra Community [12.02.16]
Can music enable players to think tactically, stay focused and make smart decisions? Over the next three articles, I'll try to answer that question.
VR, Audio

Blog: Adaptive music in competitive games 3
by Gamasutra Community [11.30.16]
An article describing a way of using vertical re-orchestration to create highly dynamic music for all kinds of games where two or more side compete to each other.
Programming, Audio, Design

At GDC 2017, get a behind-the-scenes look at composing music for Doom  
by Staff [11.18.16]
In his GDC 2017 session on "Doom: Behind the Music," composer Mick Gordon will delve into the composition, production and creative philosophies behind the hell-raising 2016 game soundtrack.
Console/PC, Audio, GDC

Obituary: Need for Speed composer, Saki Kaskas 2
by Chris Kerr [11.18.16]
"Saki was a gentle, kind soul, with a heart of gold. He was one in a million. He was a master of his craft, and I don't exaggerate when I say that he was the most talented musician I have ever known."
Console/PC, Audio

Deus Ex: Mankind Divided honored with multiple awards at CVAs  
by Alissa McAloon [11.17.16]
The Eidos-Montreal-developed game walked away with awards in a quarter of the total categories featured at the Canadian Videogame Awards.
VR, Console/PC, Indie, Audio, Design, Business/Marketing

Blog: Tactics for the video game composer (part four)  
by Gamasutra Community [11.17.16]
Winifred Phillips explains the popular vertical layering interactive music technique, with music examples and a video tutorial of techniques from one of her game projects, LittleBigPlanet 2: Toy Story.

C64 game musician Rob Hubbard recognized with honorary degree 5
by Alex Wawro [11.16.16]
Abertay University in Dundee, Scotland will be recognizing notable public figures with honorary degrees next Friday, including veteran game industry musician Rob Hubbard.
Console/PC, Audio

How DICE crafted era-appropriate sounds for Battlefield 1  
by Alex Wawro [11.11.16]
How do you accurately make a video game sound like it's taking place in the past? Some of the Battlefield 1 sound design team explain just that in a new audio-focused interview with A Sound Effect.
Console/PC, Audio

Space Ape Games, Naughty Dog, and Media Molecule honored at TIGA Awards  
by Chris Kerr [11.11.16]
Space Ape Games was the big winner at this year's TIGA Games Industry Awards, with the Transformers: Earth Wars creator taking home two statues.
VR, Console/PC, Smartphone/Tablet, Art, Audio, Design, Production

At GDC 2017, hear how iconographic music can enhance your VR games  
by Staff [11.07.16]
At the†2017†Game Developers Conference, audio expert Kenneth Young will give a great talk about how iconographic music can enhance your VR games and help guide players without breaking immersion.
VR, Audio

Blog: Tactics for the video game composer, part 3  
by Gamasutra Community [11.04.16]
Game composer Winifred Phillips breaks down the popular vertical layering interactive music technique, with music examples and a video tutorial showcasing techniques from one of her game projects.

At GDC 2017 you'll hear how Final Fantasy XV's interactive music was made  
by Staff [11.04.16]
At GDC 2017 Square Enix's Sho Iwamoto will break down how†Final Fantasy XV's interactive music was made using the team's proprietary "MAGI" music system and toolset. Don't miss it!
Console/PC, Audio

How League of Legends communicates action through audio clues  
by Alissa McAloon [11.03.16]
By using sounds like chimes and gusts of wind, League of Legends is able to quickly express information about character abilities to players and spectators alike.
Console/PC, Audio

See you tomorrow at the inaugural standalone Virtual Reality Developers Conference!  
by Staff [11.01.16]
The first-ever†standalone†Virtual Reality Developers Conference†starts tomorrow! Passes are sold out, so for those of you attending, show organizers have one message: get ready to have a good time!
VR, Programming, Art, Audio, Design, Production, Business/Marketing, VRDC

Why veteran game devs are now creating interactive audio dramas  
by Alex Wawro [10.31.16]
"You can do an amazing amount of stuff with words, music, sound effects, and simple tone," says longtime game dev Dave Grossman (Day of the Tentacle). "Other devs should come and explore it with us."
Console/PC, Audio

Learn about VR ghosts, werewolves, and more at VRDC this week!  
by Staff [10.31.16]
In the spirit of the season, organizers of the Virtual Reality Developers Conference wish everyone a safe and happy evening -- and highlight some of the VRDC talks that are just a little bit spooky.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

7 terrifying VR horror games that every developer should study  
by Joel Couture [10.31.16]
VR horror games are a new frontier in fear. Gamasutra reached out to several pioneers at the forefront of this new form to ask what lessons they've learned about how to cause terror in virtual reality.
VR, Console/PC, Indie, Audio, Design

Don't Miss: How working on gross, violent games can mess with developers 17
by Staff [10.25.16]
The effects of video game violence on players have been debated for years and years, but how does actually crafting that graphically violent media affect developers?
Console/PC, Social/Online, Indie, Art, Audio

Sound designer Jory Prum honored with CalArts memorial scholarship  
by Alissa McAloon [10.21.16]
Family and friends set up The Jory Prum Scholarship for Sounds that Redefine Normal to honor the memory of the acclaimed video game audio engineer and sound designer.
Indie, Audio

Don't Miss: A postmortem of Dinosaur Polo Club's Mini Metro 9
by Staff [10.20.16]
Since Mini Metro just released for iOS and Android, take a look back at this postmortem from dev Peter Curry for a closer look at what went into creating the endearing subway-based puzzle game.
Console/PC, Indie, Audio, Design, Production, Business/Marketing