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August 29, 2015
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August 29, 2015
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20 Years of Mana: Secret of Mana's Enduring Influence 23
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


How working on gross, violent games can mess with developers Exclusive 16
by Alex Wawro [08.27.15]
We often hear about how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chats with a few to find out.
Audio, Art, Console/PC, Indie, Social/Online, Exclusive

Reminder: GDC 2016 call for submissions closes tomorrow!  
by Staff [08.26.15]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2016 Game Developers Conference in San Francisco, CA ends tomorrow (8/27). Don't miss your deadline!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

Don't Miss: The all-or-nothing postmortem of Frozenbyte's Trine 9
by Staff [08.20.15]
"Trine had a lot riding on it. If it would not be successful...debts would probably devour the company. But it was also a project full of potential -- Trine was to be the rebirth of Frozenbyte."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie


Getting/Making Game Music that Fits - Comparative Music Series - Small vs Big 1
by Harry Mack [08.27.15]
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 composing techniques for small vs big games.
Audio, Indie

The Soundtrack of Deep Space  
by Matt Hammill [08.21.15]
Composer Ryan Henwood talks about making music outside his comfort zone for Lovers in a Dangerous Spacetime.
Audio, Console/PC, Indie

Interviewing veteran composer Barry Leitch (Part II). A new profession: Game Composer.  
by Jesus Fabre [08.18.15]
After 30 years composing for around 240 video games, Barry Leitch has many stories to tell. In this interview he gives some thoughts about the evolution of his profession, including the hurdles and advices, good and bad practices.
Audio, Console/PC, Indie

"Sound is Magic" - Insights for the Game Music Composer  
by Winifred Phillips [08.18.15]
At the BBC's "Sound: Now and Next" conference, Nick Ryan describes an interactive audio ghost story, explores how sounds stimulate the brain's motor cortex, describes an interactive music system for a car, and shows how human neurons can create music.
Audio

Alone but surrounded, making the industry more diverse and welcoming 3
by Neil Jones [08.17.15]
How can we make the game industry a more diverse and welcoming place? Neil Jones speaks about his views on how the industry can attract more African Americans and what some of the problems haves been thus far.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet


Ready At Dawn Studios — Irvine, California, United States
[08.28.15]
Senior Level Designer


Respawn Entertainment — San Fernando Valley, California, United States
[08.28.15]
Quality Assurance Manager
Respawn is looking for a passionate QA Manager to join our development team. Manage the current QA team and continue to build and refine the team and processes, and help us ship bug free games.

PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
DevOps Engineer
We’re looking for DevOps Engineers to configure new environments, launch new games, and maintain live products. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious engineer committed to building stellar products, we want to talk to you.

Sanzaru Games Inc. — Foster City, California, United States
[08.28.15]
Animator


Sanzaru Games Inc. — Foster City, California, United States
[08.28.15]
Level Artist


PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Database Engineer
We’re looking for Database Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

Sanzaru Games Inc. — Foster City, California, United States
[08.28.15]
Character Artist


PLAYSTUDIOS — Austin, Texas, United States
[08.28.15]
Web Applications Engineer
We’re looking for Web Applications Engineers to add even more great features. Candidates must be self-motivated team players who thrive in a fast-paced, dynamic environment. If you’re a smart, creative, ambitious programmer committed to building stellar products, we want to talk to you.

Vrse — Los Angeles, California, United States
[08.28.15]
Associate Product Manager


Ready At Dawn Studios — Irvine, California, United States
[08.28.15]
Lead Level Designer
We are seeking a sharp and ambitious lead level designer to join our team.