Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 1, 2014
arrowPress Releases
September 1, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


20 Years of Mana: Secret of Mana's Enduring Influence 21
by Christian Nutt, Douglas Wilson [08.09.13]
This week, 20 years ago, Secret of Mana was released for the Super Nintendo. What has made the game so enduring? And what inspirations does it offer to contemporary developers? Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discuss.
Audio, Art, Console/PC, Indie

Envisioning Our Interactive Audio Future 6
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio, Game Developer Magazine, Columns, GD Mag Exclusive

Advanced Audio Streaming in Unity 12
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Postmortem: Q-Games' Pixeljunk 4am 6
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art


Don't Miss: Valve's design process for creating Half-Life 9
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Audio, Design, Programming, Production, Art, Console/PC

Don't Miss: Let's retire the word 'gamer' Exclusive 137
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Programming, Design

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Audio, Business/Marketing, Design, Production, Art, Console/PC, Social/Online, Video, Vault


Getting/Making Game Music that Fits - World Tour Series - Medieval Music  
by Harry Mack [08.25.14]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Medieval music.
Audio, Indie

Animation, Sound and Scoring: How Plarium Brought Sparta to Life  
by Oren Todoros [08.22.14]
A behind-the-scenes look of how Plarium produces cinematic trailers for game launches.
Audio, Business/Marketing, Design, Production, Art, Social/Online, Smartphone/Tablet

2 Royalty Free Video Game Music Libraries  
by Kevin Knapp [08.22.14]
These products feature a combined total of 38 tracks featuring over an hour of royalty free professional video game music that can be used for your student, indie, professional, and enthusiast game design projects.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Shadowgate Blog #2 - Bringing back Shadowgate 10
by Karl Roelofs [08.18.14]
This blog details the steps that led toward resurrecting the graphic point-and-click adventure Shadowgate. It further narrates the design decisions that led to the User Interface and game controls developed for the title.
Audio, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet


Deep Silver Volition — Champaign, Illinois, United States
[08.28.14]
Senior Audio Designer


Monochrome LLC — Aptos, California, United States
[08.28.14]
Lead Audio Designer


Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Audio Director
Cloud Imperium is looking for an Audio Director to work on our exciting PC space combat sim, Star Citizen!