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May 19, 2022
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Updates » Audio
Don't Miss: Defining direction, writing, art and music on Yakuza 4  
by Staff [11.20.20]
In this 2011 interview, the developers behind Yakuza 4's art, music, and story talk with Gamasutra about crafting the acclaimed game's ensemble cast, dangerous but exciting environments, and more.
Console/PC, Art, Audio, Design

Blog: Musical approaches to timed challenges - Part 1  
by Gamasutra Community [11.19.20]
Part one of this two-part article series explores musical approaches to timed challenges in Call of Champions, Hades' Star and Sports Scramble.
Audio, Design

Valve adds extensive developer commentary to Half-Life: Alyx  
by Chris Kerr [11.13.20]
Valve has added a three-hour long developer commentary to Half-Life: Alyx that delves into how the acclaimed VR adventure came to be. 
VR, Console/PC, Programming, Art, Audio, Design, Production, Video

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [11.10.20]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

SAG-AFTRA extends video game voice acting contract to November 2022  
by Alissa McAloon [11.05.20]
A two-year extension of an existing agreement comes with an increase to wages for voiceover and performance capture actors, and will extend the agreement to Nov 7, 2022.

A tale of two consoles: Xbox Series X and S in review  
by Kris Graft, Chris Kerr [11.05.20]
Gamasutra takes a close look at Microsoft's next-gen dynamic duo and how they serve Microsoft's subscription-based future.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Game composers and the importance of themes - Part 5  
by Gamasutra Community [10.14.20]
This is the last installment of the five-part article series on the use of thematic content in video game music composition.
Audio, Design

Video: Best practices for accessible in-game communication  
by Staff [10.07.20]
EA Sports accessibility lead Karen Stevens uses concrete examples from games like Madden NFL and Apex Legends to demonstrate some accessibility best practices in this important area of in-game communication.
Console/PC, Audio, Design, Production, Video, Vault

Don't Miss: The real story of Torchlight's music 3
by Staff [09.29.20]
In this thoughtful, detailed interview, Matt Uelmen, composer for Runic Games' Torchlight discusses the tactics he took in creating the music for the game, and his experiences on Diablo and WoW at Blizzard.
Console/PC, Indie, Audio

Sponsored Content
Get started with Dolby Vision and Dolby Atmos on Xbox Series X 2
by Dolby [09.28.20]
Sponsored: The Xbox Series X|S will be the first consoles to support Dolby Atmos and Dolby Vision, giving game developers the power to create an unparalleled gaming experience and deliver enhanced audio and graphics.
Console/PC, Art, Audio, Sponsored Article

Designing and applying audio accessibility features for roguelikes 2
by Gamasutra Community [09.21.20]
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.
Audio, Design

Blog: Game composers and the importance of themes - Part 4  
by Gamasutra Community [09.17.20]
The fourth entry in a five-part series based on composer Winifred Phillips' talk at GDC 2020 in March covering the importance of themes.
Audio, Design

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 2  
by Chris Kerr [09.11.20]
This is the second part of our full, unedited Q&A with Ori and the Will of the Wisps composer Gareth Coker.
Console/PC, Audio, Production

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 1  
by Chris Kerr [09.10.20]
In this unedited Q&A, Gareth Coker explains how he crafted the score to Ori and The Will of the Wisps. This is the first half of a rich two-parter filled with tales and tidbits from the game audio trenches.
Console/PC, Audio, Production

Don't Miss: Deaf accessibility in video games 2
by Morgan Baker [09.04.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Console/PC, Audio, Design, Production

Don't Miss: Mario maestro Koji Kondo on composing the classics 6
by Staff [09.03.20]
In this classic 2014 interview, the composer behind everything from Ocarina of Time to Super Mario 64 offers timeless advice to fellow video game composers.
Console/PC, Audio

In-depth: Crafting the score for Ori and the Will of the Wisps  
by Chris Kerr [09.02.20]
Ori and the Will of the Wisps composer Gareth Coker outlines how he created the score for the super sequel in this incredibly in-depth Q&A.
Console/PC, Audio, Production, Video

Video: Check out this GDC Summer music performance from Mega Ran  
by Staff [08.26.20]
Check out this fantastic hour-long GDC Summer concert featuring musician, rapper, and producer Mega Ran!
Console/PC, Audio, Video, Vault

Video: Enjoy this GDC Summer game music concert from pianist 88bit  
by Staff [08.25.20]
If you enjoy classy renditions of classic video game soundtracks don't miss this recent GDC Summer performance from 88bit, live now on the official GDC YouTube channel! 
Console/PC, Audio, Video, Vault

Don't Miss: Musical scoring with SFX in mind for Call of Duty: WWII  
by Staff [08.20.20]
"Call of Duty: WWII used original recordings of historically-accurate weaponry and vehicles, so we wanted to make sure the sound design would be unobstructed by musical elements."
Console/PC, Audio