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August 25, 2019
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Behind the hauntingly beautiful music of Outer Wilds  
by Jay Castello [08.22.19]
We speak with Andrew Prahlow, composer on Mobius Digital's beautiful space exploration game Outer Wilds, about music and the way it connects people with one another.
Audio, Indie

Video: Inside the flexible music system of Plants vs. Zombies Heroes 1
by Staff [08.21.19]
In this 2017 GDC talk PopCap Games' Becky Allen shares an in-depth look at the experiments that shaped the dynamic music systems of PopCap's digital collectible card game Plants vs. Zombies Heroes.
Audio, Design, Smartphone/Tablet, Video, Vault

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Alissa McAloon [08.19.19]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Video Game Deep Cuts: Dicey Dungeons Gets Rad, Patreon Follows  
by Gamasutra Staff [08.18.19]
This week's roundup includes looks at standout new titles including Dicey Dungeons and Rad, an analysis of Patreon as incremental funding, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Great game audio choreography for battle design  
by Staff [08.16.19]
In this 2017 GDC session, veteran voice director Khris Brown discusses how to approach to improving fight mechanic audio design while the player is in the heat of battle.
Audio, Console/PC, Indie, Video, Vault

Bloodborne and Mass Effect 3 composer forms new audio production company  
by Chris Kerr [08.15.19]
Bloodborne and Mass Effect 3 composer Cris Velasco has founded a new "full-service audio production company" called The Audio Hive.
Audio, Business/Marketing, Production


Sound Design for Video Games: A Primer  
by James Deighan [08.23.19]
We’re going to analyze a few of the audio samples created for Bite the Bullet, and how they work to support the game’s feel, and take alook at the basic sound design skills that can be practiced on any DAW (digital audio workstation) of your choice.
Audio

Video Game Deep Cuts: Dicey Dungeons Gets Rad, Patreon Follows  
by Simon Carless [08.18.19]
This week's roundup includes looks at standout new titles including Dicey Dungeons and Rad, an analysis of Patreon as incremental funding, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Music and Psychological Attachment: How Game Composers Can Enhance Virtual Presence (Pt. 2)  
by Winifred Phillips [08.13.19]
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2019 talk, How Music Enhances Virtual Presence. Part 2: Game Music and Psychological Attachment. Included are practical examples and video demonstrations.
Audio, Production, Console/PC, VR

Video Game Deep Cuts: Eliza's Moral Panic Over Wii Sports  
by Simon Carless [08.11.19]
This week's roundup includes a look at new Zachtronics title Eliza, the moral panic about Fortnite and 'good play', and the incredible Wii Sports speedrunners, among a host of other interesting pieces.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

What 2D game developers fear about surround sound and why you should do it anyway 2
by Panagiotis Kouvelis [07.31.19]
Why 2D games seldom feature surround sound output? Should they? How can this be done correctly? We try to look deeper into those questions and provide some useful answers for the aspiring game developer.
Audio, Console/PC, Indie, Smartphone/Tablet

Seven Standards: 4. Sustain Self  
by Ben Follington [07.29.19]
Creation should uphold the value of the individual creator. The creation of value should not come at the cost of, nor damage or reduce value of the creator. Creativity should not come at the expense of physical, mental, or emotional health.
Audio, Business/Marketing, Design, Production, Art, Serious, Indie


Deep Silver Volition — Champaign, Illinois, United States
[08.23.19]
Senior Engine Programmer


Insomniac Games — Burbank, California, United States
[08.23.19]
Lead Character TD
Insomniac Games is looking for a Lead Character TD in Burbank, CA

Wargaming.net — Austn, Texas, United States
[08.23.19]
Senior Community Manager, World of Warships
Senior Community Manager, World of Warships

HB Studios — Lunenburg/Halifax, Nova Scotia, Canada
[08.23.19]
Experienced Software Engineer


Wargaming Sydney — Sydney, New South Wales, Australia
[08.23.19]
Lead Game Designer


Square Enix Co., Ltd. — Tokyo, Japan
[08.23.19]
Experienced Game Developer


Sony PlayStation — San Mateo, California, United States
[08.22.19]
Head of Global Portfolio and Acquisitions
The Head of Global Portfolio and Acquisitions will oversee the entire content pipeline from content creators both existing and potential. This person will lead a team of people based across the globe who source, track, evaluate and build partnerships with the best 3rd party Publishers and Developers on the planet, ensuring PlayStation is the Best Place to Play.

Cold Iron Studios — San Jose, California, United States
[08.22.19]
Sr. Character Artist


Cold Iron Studios — San Jose, California, United States
[08.22.19]
Principal Character Artist


Cold Iron Studios — San Jose, California, United States
[08.22.19]
Senior Content Designer