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October 5, 2015
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October 5, 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

Don't Miss: A biometric study of how horror games affect players  
by Joel Windels [10.05.15]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Audio, Design, Console/PC, Indie

Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater  
by Jamie Fristrom [10.01.15]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

The art of arrangement for dynamic music systems in games  
by Gamasutra Community [10.01.15]
LittleBigPlanet composer Winifred Phillips: "For interactive game music, we have to accept that the music will never reach a perfectly fixed state, but will instead exist in constant flux."
Audio, Console/PC

The Glitchy Sticky-Tongued Goat Problem  
by Jan-Michel Saaksmeier [10.05.15]
An amazing idea is at the heart of every great game. But sometimes we focus too much on the “unique” and not enough on the “selling” when we come up with Unique Selling Propositions (USPs). The best mobile game concept is only as good as its execution.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Social/Online, Smartphone/Tablet

Arrangement for Vertical Layers Pt. 1  
by Winifred Phillips [09.29.15]
The first installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 1 focuses on techniques that help the main melody leap to the foreground in a complex vertical arrangement.
Audio, Console/PC

Examining the Voice Actor Strike Debate  
by Josh Bycer [09.24.15]
The recent talk about the Voice Actor Union striking against the Game Industry is a big deal for everyone involved and today's post looks at the debate between the two sides.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Design, Business/Marketing, Smartphone/Tablet

GameSoundCon Game Audio Industry Survey 2015 6
by Brian Schmidt [09.24.15]
GameSoundCon Survey looks deeper into the Salaries, Working Environment, Production and Contracts for video game composers and sound designers
Audio, Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Autodesk — Greenbelt, Maryland, United States
Principal Engineer – Games Solutions
Autodesk is looking for a talented and experienced Principal Engineer

Respawn Entertainment — San Fernando Valley, California, United States
Sound Editor (Temporary Position)
Respawn is looking for a Sound Editor to help edit audio assets and implement them into the game. This is a temporary position with potential for full time.

Respawn Entertainment — San Fernando Valley, California, United States
Dialogue Editor (Temporary Position)
Respawn is looking for a Dialogue Editor to help create high quality dialogue assets and implement them into the game. This is a temporary position with potential for full time.