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October 31, 2014
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Updates » Audio
Composing an indie RPG title track  
by Gamasutra Community [10.30.14]
On the collaborative process of working with a composer: "I gave some specific feedback... but I ultimately needed to trust his ability to polish the piece."
Console/PC, Indie, Audio, Production

Don't Miss: The neuroscience of survival horror 14
by Maral Tajerian [10.30.14]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Art, Audio, Design, Production, Exclusive

9 GDC Next talks you shouldn't miss  
by Staff [10.28.14]
Game industry veteran Raph Koster, programming wizard Borut Pfeiffer, industry attorney Mona Ibrahim and Playful Corp CEO Paul Bettner are just a few of the experts speaking at GDC Next this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing, GDC Next

Don't Miss: The Super Meat Boy postmortem 45
by Edmund McMillen, Tommy Refenes [10.22.14]
Edmund McMillen and Tommy Refenes candidly discuss the development process of smash indie hit Super Meat Boy, diving into the punishing process that led to the remarkably successful retro revitalization.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Implementing music and sound effects in Unity  
by Gamasutra Community [10.22.14]
On coding audio support in a simple smartphone game in Unity: "Thankfully, a simple audio system that just works isn't too terribly hard to implement in a small project."
Console/PC, Smartphone/Tablet, Indie, Programming, Audio

Get a job: The Odd Gentlemen are hiring a Sound Designer  
by Staff [10.21.14]
Wayward Manor developers The Odd Gentlemen are expanding, and they're looking to hire an experienced sound designer to work alongside them in Los Angeles on the development of King's Quest.
Console/PC, Indie, Audio, Recruitment

Don't Miss: The Resident Evil 4 postmortem 8
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.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

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.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

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.
Console/PC, Social/Online, Indie, Audio, Design, Business/Marketing, GDC Next

Bioshock Infinite, Plague Inc among first batch of GDC 2015 talks  
by Staff [10.08.14]
Sessions on Bioshock Infinite, Steam porting and the state of the industry strike a balance between exploring the art and business of making video games at GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Audio, Production, Business/Marketing, GDC

Don't Miss: Monolith's No One Lives Forever postmortem 4
by Craig Hubbard [10.06.14]
The studio that just launched Shadow of Mordor has a long history, and in this Game Developer postmortem Craig Hubbard explains how Monolith built one of its most beloved titles.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How sound should sound: Dynamic range in Watch Dogs 1
by Gamasutra Community [10.06.14]
"I couldn’t figure out why a game with such stellar production values seemed to be so quiet the whole time. It baffled me; everything seemed to be leveled correctly in relation to each other."
Console/PC, Audio

Video Postmortem: The making of Prince of Persia 2
by Staff [10.03.14]
25 years ago this month, Jordan Mechner released his seminal game Prince of Persia for the Apple II. In this postmortem talk from GDC 2011, he explains exactly how he did it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Last chance to be a speaker at GDC 2015 Summits!  
by Staff [10.03.14]
Future GDC speakers, don't miss your last chance to propose a talk for one of the GDC 2015 Summits!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

GDC Next adds talks on mobile marketing and PopCap's sound design  
by Staff [10.02.14]
PopCap's Damian Kastbauer will explain what it takes to deliver great game audio, and a panel of veteran mobile execs share lessons learned in global brand-building at GDC Next 2014 featuring ADC.
Console/PC, Smartphone/Tablet, Audio, Business/Marketing, GDC Next

GDC 2015 is now open for registration! 2
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Emotional parameters 1
by Gamasutra Community [09.29.14]
"I was wondering how feasible it might be to have a whole new group of more abstracted parameters that reflected things like how the player felt."
Console/PC, Audio

Q&A: Making music with former Bungie composer Marty O'Donnell Exclusive 1
by Alex Wawro [09.23.14]
Gamasutra speaks with former Bungie composer Marty O'Donnell to learn more about how he works, and to shed some light on how audio production on a AAA production like Destiny works.
Console/PC, Audio, Exclusive