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September 24, 2020
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Designing and applying audio accessibility features for roguelikes 2
by Gamasutra Community [09.21.20]
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.
Audio, Design

Blog: Game composers and the importance of themes - Part 4  
by Gamasutra Community [09.17.20]
The fourth entry in a five-part series based on composer Winifred Phillips' talk at GDC 2020 in March covering the importance of themes.
Audio, Design

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 2  
by Chris Kerr [09.11.20]
This is the second part of our full, unedited Q&A with Ori and the Will of the Wisps composer Gareth Coker.
Audio, Production, Console/PC

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 1  
by Chris Kerr [09.10.20]
In this unedited Q&A, Gareth Coker explains how he crafted the score to Ori and The Will of the Wisps. This is the first half of a rich two-parter filled with tales and tidbits from the game audio trenches.
Audio, Production, Console/PC

Don't Miss: Deaf accessibility in video games 2
by Morgan Baker [09.04.20]
We strive for players of all backgrounds to enjoy our games, including those who are d/Deaf and hard of hearing. So how can we make our games more accessible?
Audio, Design, Production, Console/PC

Don't Miss: Mario maestro Koji Kondo on composing the classics 6
by Staff [09.03.20]
In this classic 2014 interview, the composer behind everything from Ocarina of Time to Super Mario 64 offers timeless advice to fellow video game composers.
Audio, Console/PC


Audio Accessibility Features for Roguelikes 2
by Josh Ge [09.17.20]
Explaining Cogmind's closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process.
Audio, Design, Production, Console/PC, Serious, Indie

State of the Industry 2020 & Beyond with Brad Hart and Johan Karlsson | Game Dev Unchained  
by Brandon Pham [09.16.20]
Brad Hart is a Chief Technology Officer & Johan Karlsson is a Senior Consultant at Perforce. We interviewed both Brad and Johan to talk about the recent survey Perforce conducted about the State of the industry with effects of COVID.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, VR

What Does Cross-Platform Mean to You? 1
by Neil Schneider [09.15.20]
Last November, TIFCA held it's ecosystem summit to kick off the Client-to-Cloud Revolution - the journey to the next era of computing. Part of this development is a Create Once, Reach All (CORA) mechanism for content developers. Here is our progress!
Audio, Smartphone/Tablet, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Recurrence and Rationale in Game Music: Game Composers and the Importance of Themes (Pt. 4)  
by Winifred Phillips [09.15.20]
Fourth of a five-part article series based on composer Winifred Phillips' talk during the GDC 2020 online conference in March: "From Assassin's Creed to The Dark Eye: The Importance of Themes." Included: a discussion of recurrence, including rationale.
Audio, Design, Production, Console/PC, Indie, Social/Online

Designing Nonviolent Games: A Hopepunk Love Letter to your Audience 1
by Brian Fairbanks [09.11.20]
Designing nonviolent games feels like we're beginning the race well behind the starting line. This article will outline solutions to solve that problem.
Audio, Design, Serious, Indie

Behind the music: Crafting the score for Ori and the Will of the Wisps - Part 2  
by Chris Kerr [09.09.20]
Speaking to us during a Q&A, composer Gareth Coker explained how he crafted the score to Ori and The Will of the Wisps. This is the second half of an incredibly detailed two-parter filled with tales and tidbits from the world of game audio.
Audio


Random42 — London, England, United Kingdom
[09.24.20]
UE4 Technical Artist


Insomniac Games — Burbank, California, United States
[09.24.20]
Story Lead
Insomniac Games - Story Lead

Insomniac Games — Burbank, California, United States
[09.24.20]
Art Director
Insomniac Games - Art Director

Insomniac Games — Burbank, California, United States
[09.24.20]
Character Artist (Blendshapes Focused)
Insomniac Games - Character Artist (Blendshapes)

Evil Empire — Bordeaux, France
[09.24.20]
Senior Technical Developer


Insomniac Games — Burbank, California, United States
[09.24.20]
VFX Artist
Insomniac Games - VFX Artist

Evil Empire — Bordeaux, France
[09.24.20]
Generalist Game Artist (Pixel and 3D profiles preferred)


Insomniac Games — Burbank, California, United States
[09.24.20]
Lead Level Designer
Insomniac Games - Lead Level Designer

Insomniac Games — Burbank, California, United States
[09.24.20]
Lead Environment Artist
Insomniac Games - Lead Environment Artist

Insomniac Games — Burbank, California, United States
[09.24.20]
Lead Outsourcing Artist
Insomniac Games - Lead Outsourcing Artist