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October 21, 2014
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October 21, 2014
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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: The Resident Evil 4 postmortem 7
by Yoshiaki Hirabayashi [10.20.14]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

GDC Next debuts talks on audio for indies, social gameplay design  
by Staff [10.09.14]
Uken Games' Owen Lawson and Hexany Audio creative director Richard Ludlow are coming to GDC Next this year to share tips on designing social gameplay and crafting great audio on an indie budget.
Audio, Business/Marketing, Design, Console/PC, Indie, Social/Online

Global or Nothing!  
by Miguel Bernal-Merino [10.20.14]
If you believe that thinking outside the box is difficult, try thinking outside your country! Yet this is what you need if you want to survive in today's global market.
Audio, Business/Marketing, Design, Programming, Production, Art

What We Can Learn From Teens Making Games 1
by Tom Swanson [10.16.14]
During summer of 2014, foundry10 had 4 high school age interns pursue their goal of making a video game. With a focus on minimal structure, the program offered insight into how game creation impacts learning and how it can be used as a tool for students.
Audio, Design, Programming, Production, Art, Console/PC

Maintaining Quality of Life as a Game Developer, Entrepreneur, and Parent 8
by Sean R Scott [10.10.14]
According to the IGDA Developer Satisfaction Survey, 70% of respondents do not have children. Is this because it's harder to maintain a high quality of life as we become parents? Read how I handle it all and share your inspiring stories in the comments.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie

Why we're not kickstarting a game, but a community - Buffalo Game Space  
by John Futscher [10.09.14]
Years ago, I tried to make games on my own and failed miserably. Finding others and bringing a community together not only made it easier and more fun, it turned me and the rest of the group into game developers. Now we want to help others do the same.
Audio, Design, Programming, Production, Art, Indie, Social/Online

The Sound Design of inFamous Second Son: Smoke Power  
by Rev Dr Bradley Meyer [10.08.14]
First in a multi-part series discussing the details of some of the sound design featured in inFAMOUS Second Son. This post covers early sound concepting of powers and the resources used to create Delsin's smoke powers.
Audio, Console/PC

The Odd Gentlemen — Los Angeles, California, United States
Sound Designer
The Odd Gentlemen are looking for a Sound Designer to join our team in Los Angeles. We are looking for an applicant with experience in creating and implementing sounds for video games and an ear for details that bring digital worlds to life. You will work closely with a small team who are passionate about creating fantastical games.

Digital Extremes — London, Ontario, Canada
Sound Designer

Crystal Dynamics — Redwood City, California, United States
Audio Lead