Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
July 5, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Audio
The best in Japan: CEDEC shares 2015 award nominees  
by Christian Nutt [07.02.15]
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV. It's a peek into how Japan's industry works.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC Europe State of the Industry: Devs moving from mobile to PC 1
by Staff [07.01.15]
GDC Europe 2015 officials have released the results of the third annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Get a job: Red 5 is hiring an experienced Audio Programmer  
by Staff [06.29.15]
Firefall developer Red 5 Studios is on the hunt for a senior audio programmer to join the team at the studios' Irvine, CA offices and work on designing, implementing and debugging audio systems.
Console/PC, Programming, Audio, Recruitment

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Getting the music right: Atmospheric vs. ambient 1
by Gamasutra Community [06.29.15]
"Most importantly, figure out if you want just atmospheric sounds to make your soundtrack, or if subtle ambient music should be used instead."
Console/PC, Indie, Audio

Composing adaptive music for games: Advanced concepts in Elias  
by Gamasutra Community [06.26.15]
A veteran composer breaks down an exciting new tool: "Elias, like a good video game, is easy to use but difficult to master. This is a new type of tool with some new features."
Console/PC, Indie, Audio

Music composers and sound designers in VR: The headphones problem 8
by Gamasutra Community [06.26.15]
God of War composer Winifred Phillips on music for VR: "I'm going to share what I learned about the issue... including a conclusion which may indicate an imminent problem for some VR gamers."
Console/PC, Indie, Audio

How we chose our sound designer 10
by Gamasutra Community [06.22.15]
"Always follow up on potential opportunities, carefully read requests, and be ready to show that you're capable of the job if you don't have previous experience in-hand."
Indie, Audio, Production, Business/Marketing

A tour of 8 and 16-bit sound chips with Top Gear's composer 1
by Gamasutra Community [06.17.15]
Top Gear composer Barry Leitch looks back on his career -- and the hardware that powered his compositions -- in this history-soaked interview.
Console/PC, Audio, History

Check out the 2015 Game Career Guide right now! 2
by Staff [06.16.15]
Hey developers! Looking to advance your career in the game industry? The free annual Game Career Guide for 2015 is out now, and its packed with insight to help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How to speak music: Tips for talking to composers 6
by Gamasutra Community [06.15.15]
"Sure, you’re both speaking the same basic language, but everybody has their own language when they’re talking about music."
Console/PC, Smartphone/Tablet, Indie, Audio

Game audio, and the '50 percent' fallacy 14
by Gamasutra Community [06.10.15]
"We ARE important. Good game audio can help make or break a game. But that is also the case with every other component."
Console/PC, Audio

Don't Miss: Composing the music of Fallout's Mojave wasteland Exclusive 4
by Scott Lawlor [06.03.15]
In this 2010 feature Obsidian's Scott Lawlor talks composing the music of Fallout: New Vegas, and how elements of the previous games informed the series' new aesthetic and technical capabilities.
Console/PC, Audio, Exclusive


Don't Miss: Our 30th anniversary retrospective of Gradius 8
by Kurt Kulata [05.29.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago today, and in this feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Composing adaptive music for video games using Elias 10
by Gamasutra Community [05.29.15]
A how-to guide: "I immediately fell in love with its intuitive interface and powerful features. I was able to turn a linear composition into an adaptive score ready for a video game in less than an hour."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Don't Miss: A behind-the-scenes look at sound design for Journey Exclusive 14
by Steve Johnson [05.28.15]
"There are too many stories in these sounds for the world to never know," wrote Journey sound designer Steve Johnson in this timeless 2012 feature. "So I thought I'd share them with you."
Console/PC, Audio, Design, Exclusive

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive