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Updates » Audio
Don't Miss: What does a game designer do, exactly? 7
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 3
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Brighten the corners of game audio  
by Gamasutra Community [05.20.15]
Audio veteran Damian Kastbauer takes a hard look at professional group GANG, the Game Audio Network Guild, and questions whether it's working for today's audio professionals.
Console/PC, Audio

Don't Miss: Secret of Mana's enduring influence on game design 23
by Christian Nutt, Douglas Wilson [05.19.15]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Audio, Design

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

Blog: How mixing genres leads to game music inspiration  
by Gamasutra Community [05.14.15]
"In early days, I tended to drift (as most inexperienced composers do) into the well-known clichés of genre... By the time I started scoring for games, I was beginning to get bored with my own approach."
Indie, Audio

Watch your favorite GDC talks now on the new GDC YouTube channel  
by Staff [05.08.15]
Game Developers Conference officials are very excited to announce the launch of an official GDC YouTube channel where you can watch clips of game industry experts sharing knowledge with their peers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: A look back at the history of Tony Hawk's Pro Skater 11
by Matt Barton, Bill Loguidice [05.05.15]
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

A guide for the virtual reality game music composer  
by Gamasutra Community [05.01.15]
What it takes to create music for VR games -- from tech to "the voice in our heads" -- as written by award-winning composer Winifred Phillips (God of War, Assassin's Creed III).
Console/PC, Audio

Writing Does Not Commute's chaotic traffic tunes 2
by Gamasutra Community [04.30.15]
From concept to execution, along with a sample: Creating a '70s-influenced soundtrack for a chaotic and sarcastically funny mobile game.
Smartphone/Tablet, Indie, Audio

Tips for making music for kids' games 2
by Gamasutra Community [04.28.15]
"Often, the type of game you’re creating is the deciding factor. Have discussions with the leads about your opinions, and always keep your target audience, and target paying audience in mind."
Console/PC, Smartphone/Tablet, Indie, Serious, Audio

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Don't Miss: The stories behind the sound design of Journey 14
by Steve Johnson [04.21.15]
How did one person create the expressive audio canvas of Thatgamecompany's acclaimed indie game? Sound designer Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Console/PC, Audio

Licensing music, from individual tracks to adaptive scores 1
by Phill Cameron [04.13.15]
From the excellent soundtrack of OlliOlli to the bespoke, adaptive scores of Hohokum, we look at what's involved in collaborating with artists.
Console/PC, Indie, Audio

Video: Building fear in Alien: Isolation  
by Staff [04.10.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how the game was built to emulate a "haunted house in space" and how Creative Assembly used sights and sounds to evoke dread.
Console/PC, Art, Audio, Design, Video, Vault