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March 18, 2018
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Updates » Audio
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 atGame 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.

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

Keywords snaps up four French audio recording and localization firms  
by Chris Kerr [08.04.17]
Burgeoning game service provider Keywords Studios has snapped up four french companies that specialize in audio recording and localization.
Audio, Production, Business/Marketing

Remedy and Nvidia are using neural networks to streamline animation 3
by Chris Kerr [08.03.17]
Alan Wake and Quantum Break developer Remedy is working with tech giant Nvidia to create a streamlined motion capture and animation system.
Art, Audio, Production, Video

How Platinum '8-bit-ize's Nier: Automata's music on the fly 1
by Alex Wawro [08.02.17]
Platinum Games composer Masami Ueda explains a bit about how theNier: Automatateam coded a system to play '8-bit' versions ofthe game's musicwhen the player accesses the hacking mini-game.
Console/PC, Audio, Video

Video Game Deep Cuts: The Prison Of The Night Trap Kickmen  
by Gamasutra Staff [07.30.17]
This week's highlights include an article series about gaming in prison, behind the scenes of Night Trap, & how satirical soccer game Enter The Kickmen got made.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Licensing music the indie way 19
by Gamasutra Community [07.28.17]
For her game Bollywood Wannabe, Catherine Levesque needed a specific kind of music -- and in this post, she details precisely how she went about getting the right music on the cheap.
Indie, Audio, Production

Sponsored: Evolving the tech behind God of War  
by Santa Monica Studio [07.24.17]
As Santa Monica Studio takes God of War in a bold new direction, the studio shares key technological highlights that make this possible on PlayStation -- and maybe you can help.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment, Sponsored Article

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Indie, Programming, Art, Audio, Design, Production

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  
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