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May 25, 2020
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Video Game Deep Cuts: The Mario Steamroller Monster Train 1
by Gamasutra Staff [05.24.20]
The latest link roundup incudes the notable games of the week, Mario steamrolling bootleg Nintendo cartridges, and a unique new FMV game based around delivery driving, among others!
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: A classic interview with Castlevania composer Michiru Yamane 5
by GDMag Staff [05.20.20]
Michiru Yamane is one of the most notable composers in the field. In 2006, Game Developer's Brandon Sheffield spoke to her about her work and published this intriguing interview.
Audio, Console/PC, History

Blog: Composing the interactive music of SPYDER - Part 2  
by Gamasutra Community [05.20.20]
In the second of her two-part series, game composer Winifred Phillips delves into the dynamic music system for the recently-released SPYDER, which was developed by Sumo Digital for Apple Arcade.
Audio, Design

Video: How Ubisoft handled NPC voice design for The Division 2  
by Staff [05.19.20]
In this GDC 2020 virtual talk Ubisoft's Adam Ritchie offers insight into the effort that goes into making NPCs talk in games like Tom Clancy's The Division 2, as well as the pipeline and tools behind it. 
Audio, Design, Console/PC, Social/Online, Video, Vault

Don't Miss: Composing the music of Red Dead Redemption  
by Staff [05.18.20]
In this 2010 interview, Red Dead Redemption composers Bill Elm and Woody Jackson discuss developing the Western game's sound, comparing the experience to working on film score.
Audio, Console/PC

Video Game Deep Cuts: The Ghost Of Id's Pro Skater  
by Gamasutra Staff [05.16.20]
The latest Video Game Deep Cuts rounds up the notable games released this week, plus delves into the history of Id Software, the return of Tony Hawk's Pro Skater & more.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing


Video Game Deep Cuts: The Mario Steamroller Monster Train 1
by Simon Carless [05.24.20]
The latest link roundup incudes the notable games of the week, Mario steamrolling bootleg Nintendo cartridges, and a unique new FMV game based around delivery driving, among others!
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Dev Digest Issue #45 - C#, Shaders, VFX Graph, Prefabs, And Plenty More!  
by Mike Marrone [05.22.20]
Game Dev Digest Issue #45 - C#, Shaders, VFX Graph, Prefabs, And Plenty More! The latest from the free weekly Unity3d/gamedev newsletter.
Audio, Design, Programming, Production, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Game Audio Change Agents  
by Damian Kastbauer [05.21.20]
The cancellation of this year's Game Developers Conference was a strong indication of what is now transpiring. The continued isolating measures bring many things into sharp focus, including issues present in our global game development environment.
Audio, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

How to Survive a Game Development Layoff  
by Damian Kastbauer [05.21.20]
Whether a layoff has ever affected you directly or not, the reality could someday come knocking. In the first in a two part series tackling change, I'll share some insights culled from my experience with layoffs over the past years.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Launch Day Depression (And Why I'm Over It)  
by Thomas Brush [05.21.20]
I can't tell you how many times I cried, yelled, and even curled up in a ball for hours during the creation of launch of my previous game Pinstripe. For my next game Neversong, this launch has been freeing. Here's why, and how you can do it too.
Audio, Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie

The lessons I learned creating an €80.000 VR horror game  
by Eneko Celayeta [05.19.20]
It all started thanks to the first generation of VR headsets. The first time I used the VR-focused controllers I knew I wanted to create a horror game for virtual reality.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, VR


Remedy Entertainment — Espoo, Finland
[05.22.20]
(Senior) Dialogue Designer