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November 27, 2021
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Posted by ALEXANDER BRANDON on Thu, 07 Jun 2012 01:20:00 EDT
Game music has gone through many stages in the last 30 years. We're at a crossroads now. Do we stagnate, or evolve? Alexander Brandon explores the many elements that make up what is now a vast and respected industry, and what it took to get there.

Posted by ALEXANDER BRANDON on Sun, 12 Feb 2012 10:38:00 EST in Audio
Audio requires numerous iterations, both with technology and the creative process. Learn about these layers and how they can help your audio be more effective and integrated with the rest of the game.

Posted by ALEXANDER BRANDON on Thu, 04 Aug 2011 10:30:00 EDT in Production
When you buy something at retail, you pay for it before you leave the store, or you can be arrested. Rather funny that contractors can provide assets months before they are paid, or not even get paid at all. Let's analyze.

Posted by ALEXANDER BRANDON on Mon, 18 Jul 2011 11:18:00 EDT in Audio
If you are a producer, designer, creative director or studio head, this knowledge about voice over in games could save your life. Well, not really, but it could definitely save you a lot of money and time. Most importantly, your game's VO will improve.

Posted by ALEXANDER BRANDON on Mon, 25 Apr 2011 03:24:00 EDT in Audio, Indie
While design is the most important element of a game, graphics typically run a close second, with audio trailing behind somewhere. What if the roles were reversed? A text adventure with a full score and realistic sound effects? Even VO?

Posted by ALEXANDER BRANDON on Wed, 17 Nov 2010 01:33:00 EST in Production
Working internationally has pitfalls that some of us have learned about the hard way. Read on for a few less surprises if you're working with someone in another country.

Posted by ALEXANDER BRANDON on Sun, 05 Sep 2010 10:12:00 EDT in Production
Intelligent budgeting for a project is often shrouded in what even the most experienced team leads and producers can't quite put a finger on. One of those things is the process of decision making.

Posted by ALEXANDER BRANDON on Mon, 16 Aug 2010 12:40:00 EDT in Audio
My studio Funky Rustic presents a whole new way to look at both old games and how to present ideas in pre production.

Posted by ALEXANDER BRANDON on Tue, 18 May 2010 09:37:00 EDT in Business/Marketing
How many times do people bite off more than they can chew? It's a common behavior pattern, specifically in the business world. But so stupidly common in the game business world, it should be addressed more intelligently.

Posted by ALEXANDER BRANDON on Tue, 16 Feb 2010 09:11:00 EST in Production
A lot of people with great experience get cycled out of the video game industry for good reason: they're overwhelmed. I offer a possible solution to avoid this problem.

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