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February 11, 2016
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February 11, 2016
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Slow Burn: Environment and mood in Firewatch  
by Katherine Cross [02.10.16]
Firewatch's environment presents players with a diverse palette of emotion suited to every mood. When it needs to be vast and hopeful, it is. When it needs to be claustrophobic and foreboding, it is.
Audio, Design, Art, Console/PC, Indie, Video

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, GDC

Get a job: Zenimax Online Studios seeks a Sound Designer  
by Staff [02.08.16]
Elder Scrolls Online developer Zenimax Online Studios seeks to hire an experienced sound designer to work alongside the team at its studio in Rockville, Maryland.
Audio, Social/Online, Recruitment

Road to the IGF: Red Hook Studios' Darkest Dungeon  
by Kris Graft [02.08.16]
'Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. But Darkest Dungeon is a stronger game for having gone through it.'
Audio, Design, Production, Indie, IGF, Video

New developments in audio and music tech for VR  
by Gamasutra Community [02.04.16]
"We'll look at a brand new audio tech conference that should be particularly interesting to VR folks. We'll also get an overview of a couple of top audio technologies for virtual reality video games."
Audio, Console/PC, Smartphone/Tablet

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance. The soundscapes and landscapes can be manipulated using a standard joypad, a keyboard and mouse, or a MIDI controller.
Audio, Design, Production, Indie, IGF, Video

A Grammy Category for the Game Music Composer  
by Winifred Phillips [02.09.16]
The Grammy Awards will air this coming Monday, so let's explore the ways in which the Visual Media category of the Grammys has changed over the years in the attempt to accommodate video game soundtracks.

Audio and Music Tech for VR: New Developments  
by Winifred Phillips [02.03.16]
In this roundup of VR audio/music news, we'll look at a new audio conference that should be interesting to folks creating audio and music for VR games.  We'll also get an overview of two new & upcoming audio technologies for virtual reality video games.
Audio, VR

Learning to plan and when to let things go  
by Jonathon Kaufman [02.03.16]
Knowing how to proper plan things out and when to let go of the ideas that you want to create in order to get things done.
Audio, Design, Programming, Production, Art, Serious, Indie

Travel Tips for Developers  
by Stephan Schutze [02.03.16]
Domestic and international travel is becoming more important to developers across the games industry. GDC 2016 is just around the corner and if you have not started to think about your travel plans, you probably should.

Making of Guns of Icarus Main Theme Music 1
by Howard Tsao [02.01.16]
A Journey from Conception to Live Instrumentation - Guns of Icarus Main Theme 2 Years in the Making
Audio, Production, Console/PC, Indie

My Zero-Crunch Global Game Jam  
by David Baron [02.01.16]
A summary of the reasons why that my main goal for this year's Global Game Jam is not to crunch.
Audio, Design, Programming, Production, Art, Indie

Dolby Laboratories — San Francisco, California, United States
Game Audio Designer for VR

Bethesda Softworks — Rockville, Maryland, United States
Sound Designer
We are looking for a sound designer with a strong knowledge and understanding of game audio techniques and audio production fundamentals.

Turner Broadcasting Systems — Atlanta, Georgia, United States
Senior Games Producer - Cartoon Network