Gamasutra: The Art & Business of Making Gamesspacer
View All     Post     RSS
August 5, 2013
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Features » Audio
Envisioning Our Interactive Audio Future 5
by Damian Kastbauer [07.03.13]
In this reprint from the final (June/July 2013) issue of Game Developer magazine, sound designer Damian Kastbauer blends narrative and design notes to craft an inspirational future vision for interactive audio.
Audio, Game Developer Magazine, Columns, GD Mag Exclusive

Advanced Audio Streaming in Unity 11
by Ben Long, Fredrik Kaupang [06.06.13]
In the midst of making a simple casual game as part of a personal jam, Ben Long and Fredrik Kaupang uncovered a great trick for streaming audio in Unity.
Audio, Programming, Indie, Smartphone/Tablet

Postmortem: Q-Games' Pixeljunk 4am 5
by Rowan Parker [04.03.13]
The postmortem of the IGF-nominated interactive music title for PlayStation Network which was originally printed in Game Developer magazine -- complete with new up-to-date commentary from the game's developers.
Audio, Design, Postmortem, Production, Indie

Game Developer Magazine's Power 50 2
by Gamasutra staff [11.10.12]
Gamasutra and its sister site Game Developer magazine have put together a "Power 50" list of people in the game industry who have stood out for doing work in the last year that is new, different, or better.
Audio, Business/Marketing, Design, Art

Is Game Music All It Can Be? 44
by Andrew High [11.07.12]
In this extensive piece, professional composer Andrew High takes a look at what games get wrong and right when it comes to music -- with examples from games and film to illustrate exactly what is being done, could be done, and should be done.
Audio

Postmortem: Humble Hearts' Dust: An Elysian Tail 17
by Dean Dodrill, Alex Kain [10.31.12]
In this candid and detailed postmortem, developer Dean Dodrill tells the tale of the challenging and largely solo development of Summer of Arcade hit Dust: An Elysian Tail, a title that took him over three years to create.
Audio, Design, Postmortem, Production, Art

The Sound Design of Journey 13
by Steve Johnson [10.10.12]
How did one sound designer create the expressive audio canvas which underlies Thatgamecompany's acclaimed indie title? Sony Santa Monica's Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Audio

Memorial: Composer Ryu Umemoto 10
by Audun Sorlie [09.25.12]
Though not very well known in the West, Ryu Umemoto (a composer for shmup creator Cave, among others) was a beloved member of the Japanese game industry who tragically died at the young age of 37 just last year -- and in this article, journalist and friend Audun Sorlie explores his life and work.
Audio, Business/Marketing

Best Tips for Building a Freelance Career 16
by Harry Mack [08.23.12]
Freelance audio designer Harry Mack (Spiral Knights, Braid) takes a look at what goes into effectively building a lasting career as a contractor -- work/life balance, working with clients, and taking criticism -- and here offers a succinct guide that could apply to someone in any discipline.
Audio, Business/Marketing

Getting the Most from Your Sound Designer 13
by Keith Moore [08.07.12]
Working with an external sound designer? This article by audio professional Keith Moore explores the other end of the collaboration -- what can go wrong on a project and why, and how to minimize communication difficulties and reach results that both parties are happy with.
Audio, Indie