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November 14, 2018
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Posted by Winifred Phillips on 11/13/18 10:34:00 am in Audio, VR
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.

Posted by Dale Crowley on 11/12/18 10:49:00 am in Audio
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.

Posted by Chris Kerr on 11/08/18 10:29:00 am in Audio, Production, Console/PC
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.





Posted by Michael Heron on 11/13/18 10:27:00 am in Business/Marketing, Production, Serious, Social/Online
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.

Posted by Taylor Russo on 11/13/18 10:19:00 am in Business/Marketing, Social/Online
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?

Posted by Kevin Giguere on 11/12/18 10:51:00 am in Design, Console/PC
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.

Posted by Andrew Heikkila on 11/12/18 10:50:00 am in Business/Marketing, Social/Online
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.

Posted by Aleksandra Bessalitskykh on 11/12/18 10:41:00 am in Programming
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.