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December 19, 2014
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December 19, 2014
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Updates » Audio
Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Postmortem: Xeodrifter, a five-month Metroidvania project 4
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.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

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.
Console/PC, Social/Online, Programming, Audio, 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.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

A step-by-step look at the construction of monstrous game music  
by Gamasutra Community [12.11.14]
"I wanted it to be about the pulse and drive, with a heavy focus on rhythmic and percussive elements to get over his general attitude towards things given that he is a physically imposing threat."
Console/PC, Indie, Audio

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How to get work composing music for games 9
by Gamasutra Community [12.10.14]
"Composers' pitch letters remind me so much of my own, from back when was hunting for my first gig, 15 years ago. Just like I did, they go about it entirely wrong."
Console/PC, Smartphone/Tablet, Indie, Audio

The Mario Maestro speaks: Koji Kondo on composing classics 5
by Christian Nutt [12.10.14]
The composer behind the iconic Mario and Zelda soundtracks speaks to Gamasutra in a rare new interview, touching on both his classic work and advice for game composers.
Console/PC, Audio

Get a job: Insomniac is looking to hire an Audio Designer  
by Staff [12.08.14]
The studio responsible for Sunset Overdrive seeks an experienced audio designer to "create, edit, and implement game-ready audio" with the rest of the team in Insomniac's Burbank, CA office.
Console/PC, Audio, Recruitment

Early experiments in dynamic music: Bomberman on NES 2
by Gamasutra Community [12.05.14]
"In Bomberman, whenever the player obtained a bomb power-up, another layer of melody was added to the main theme. The modified theme would play until the end of the current level."
Audio

Don't Miss: Is video game music all it can be? 44
by Andrew High [12.02.14]
In this classic piece, composer Andrew High examines what games get right and wrong in terms of music -- with examples from games and film to show what's being done, could be done, and should be done.
Console/PC, Audio

APM signs with Unity to sell licensed music via the Asset Store 2
by Alex Wawro [12.02.14]
Unity has cut a deal with notable film, TV and game music services company APM Music that will see APM selling licenses to much of its music catalog through a new branch of the Unity Asset Store.
Console/PC, Audio

How to get better at teaching yourself new skills 9
by Gamasutra Community [12.02.14]
"It's easy to overemphasize the need to consume educational content, but an equally important part of the learning process is to practice the skills that you are trying to learn."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How to leverage your local library as an indie 1
by Gamasutra Community [12.01.14]
"As my thirst for knowledge increased, so did the diversity of books. I started requesting Art Books, Marketing Books, Books of Faith, and even a very obscure technical book for programming Voronoi Diagrams."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Crafting the sound of Grand Theft Auto V 1
by Staff [11.12.14]
Rockstar's Alastair MacGregor offers fascinating insight into the audio design of Grand Theft Auto V, one of the most high-profile and heavily-produced games of 2013, in this GDC talk.
Console/PC, Audio, Production, Video, Vault

Blog: Everybody is stupid in some respect, or why game music sucks 38
by Gamasutra Community [11.12.14]
"Programming is hard, sound and music are hard. They're hard in different ways. If you don't think they're hard, you've never had to produce something genuinely good in those fields."
Console/PC, Smartphone/Tablet, Indie, Audio, Production