Game composer Winifred Phillips looks at developments with VR platforms & their SDKs, focusing on audio issues. Included: Soundfield for AR, Spatial Sound for AR/MR, audio improvements in the Vive & Oculus SDKs, & audio for the new untethered platforms.
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias. This article provides a step by step guide to re-creating an adaptive music project in Elias Studio.
This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Retrospectives are a powerful tool for Producers, but they're often underused. In this blog I outline how I run retrospectives and why I believe they're powerful.
Here's the full 5000+ world Q&A with Shadow of the Tomb Raider audio director Rob Bridgett and composer Brian D'Oliveira, digging into the tools and techniques the pair used to create a soundscape fuelled by fear.
Review scores have become very unfashionable. They've been replaced with badges, recommendation lists, and a whole pile of categorizations. Largely though the problem here isn't with review scores. It's in how people use them.
It comes as no surprise that the recent insights into the misuse of user data makes us all a little worried about what information we give and what we post. However, what happens when developers need to use social media as a direct line to their audience?
Because our games don't always get the in-depth testing we require, menus and settings often don't get a proper review. This handy checklist should help you ensure that your menu covers all the basics.
Liveplay RPGs and competitive eSports have always been on two opposite ends of the spectrum, but online streaming has tied them together in a fundamental way. Some are deciding to explore that connection further via competitive D&D.
Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.
Wondering what the difference is between Swift and Objective-C? Which language better suits your project? Check out the detailed Swift vs Objective-C comparison further to make the best choice.