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December 18, 2014
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December 18, 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


Postmortem: Xeodrifter, a five-month Metroidvania project 3
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Get a job: ArenaNet is hiring an Audio Programmer  
by Staff [12.17.14]
The folks who brought you Guild Wars 2 are looking for an audio programmer with production experience to help develop audio tech and tools in ArenaNet's Bellevue, WA studio.
Audio, Programming, Console/PC, Social/Online, Recruitment

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC


Game Audio Pillars  
by Rob Bridgett [12.18.14]
Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Xeodrifter Postmortem 3
by Jools Watsham [12.15.14]
Renegade Kid's latest game neo-retro 2D platformer, Xeodrifter, goes under the knife for a postmortem - exposing what went right, and what went wrong!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Digital Asset Copyright Protection and What Developers Need to Know  
by Ulyana Chernyak [12.15.14]
Today's post talks about the basic issues of asset copyrighting for new developers and some basic steps to protect yourself and your company.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

What I Have Learnt From A Month Of Alpha Funding  
by David Lin [12.15.14]
It has been exactly a month since the launch of the alpha version of Starsss. Here are a few important things that I have learnt since then.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Getting/Making Game Music that Fits - World Tour Series - Review  
by Harry Mack [12.15.14]
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.
Audio, Indie


Hangar 13 — Novato, California, United States
[12.18.14]
Audio Programmer
Hangar 13 is looking for a highly self-motivated audio programmer who enjoys a collaborative and creative work environment. Audio programmers work directly with audio designers and game designers to give them the power to create amazing experiences and to support our culture of iterative design to make AAA games. Create and maintain audio pipelines and technologies based on AudioKinetic WWise, for an unannounced multiplatform game currently in pre-production using proprietary software and technology.

2K China — Shanghai, China
[12.18.14]
Experienced Tools/Audio Programmer


ArenaNet — Bellevue, Washington, United States
[12.17.14]
Audio Programmer