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Contractors
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February 22, 2012
 
Signus Labs
 
GarageGames, LLC.
 
Ozone Music and Sound
 
Manchester Music
 
SomaTone Interactive Inc.
 
Yale Music
 
Clean Cuts Music & Sound Design
 
Media Elements
 
Mission Critical Studios
 
Supergenius
 
Event Calendar
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arrow GDC 2012
San Francisco, United States
03.05.2012
 
arrow Penn College Open House
, United States
03.24.2012
 
arrow GameTech 2012 Users’ Conference
Orlando, United States
03.26.2012
 
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Los Angeles, United States
06.05.2012
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Audio Features

  Postmortem: Mode 7 Games' Frozen Synapse by Paul Taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success. 3
Audio, Business, Game Design, Postmortem, Production, Indie
 
 
How Colony Wars Came To Be by Isaiah Taylor [09.28.11]
One gamer's journey from a young fan to finding out how the popular space flight series from the original PlayStation took shape -- featuring new interviews with several of the original developers. 13
Audio, Game Design, Production
 
The Shifting Saga Of Sound Shapes by Brandon Sheffield [09.21.11]
It took four years for Everyday Shooter developer Jon Mak to get his next game, Sound Shapes up and running -- but it's shaping up to be one of the PlayStation Vita's most anticipated titles, and he discusses it inside. 3
Audio, Game Design, Interview
 
Sound Friction: Collaborative Challenges In Games by Rob Bridgett [07.13.11]
In this feature, experienced audio director Rob Bridgett (Prototype) explains how the expanded possibilities brought by modern technology have lead sound directors to have to make careful collaborative choices to support a game's vision. 1
Audio
 
Dissecting The Postmortem: Lessons Learned From Two Years Of Game Development Self-Reportage by Ara Shirinian [07.08.11]
In this Game Developer magazine article, designer Ara Shirinian (The Red Star, uDraw) takes a look at two years' worth of magazine postmortems to mine them for common data points -- examining both what went right and what went wrong how often, and why. 17
Audio, Business, Game Design, Postmortem, Production, Visual Art

Audio News

  Get a job: Bungie and others hiring now on the Gamasutra jobs board
by Eric Caoili [02.21.12]
In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Ready At Dawn Studios, Bungie, Humanature Studios, and others.  
Console/PC, Programming, Art, Audio, Design, Production, Business, Marketing
 
 
GDC 2012 details newest Localization Summit talks
by Staff [02.16.12]
GDC 2012 organizers have detailed a trio of newer talks in the Localization Summit, featuring Square Enix on multi-language development, Crytek on minimizing risk, and a series of microtalks on the key issues surrounding game localization.  
Console/PC, Audio, Production, Business
 
Reminder: Game Developer magazine's annual salary survey ends Friday
by Staff [02.14.12]
The editors of Game Developer magazine would like to remind developers to take part in its annual Salary Survey, which compares salaries and benefits throughout all areas of the video game industry, and closes on Friday the 17th.  
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Console Digital, Programming, Art, Audio, Design, Production, Business, Marketing

Audio Blogs

  Dig Deeper For Rad Plug-Ins
by Ariel Gross [02.19.12]
Just because an audio plug-in is free doesn't mean that it's not amazing. Let's dig deeper to find some rad plug-ins to make novel sounds. 1
Audio, Console/PC
 
 
Getting/Making Game Music that Fits - Classic Genre Series - Pirate Music
by Harry Mack [02.13.12]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Pirate themed music. 3
Audio, Indie
 
How to Avoid the Video Game Time Crunch
by Craig Dodge [02.12.12]
A few tips for avoiding the time crunch 5
Audio
 
Audio Passes: Success Through Layering
by Alexander Brandon [02.12.12]
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. 1
Audio
 
In Appreciation of Soundtracks
by Taylor Sanders [02.10.12]
With all the attention that is given to graphical quality, art design, and gameplay, it's easy for quality sound to get lost in the mix. In this article, I look at five games that showed us how much an excellent soundtrack can add to a gaming experience.  
Audio, Console/PC

Audio Jobs

  Visceral Games Redwood Shores — Redwood Shores, CA, USA
[02.17.12]
Sr. Audio Artist-Visceral Games
Visceral Games creates top quality next-gen games that push the boundaries of action entertainment. We have over a decade of experience at delivering high-intensity action gaming experiences such as Dead Space and Dead Space 2. As part of a worldwide group of EA studios, we have the stability and backing of a large company combined with the agility and fun culture of small studios and the mandate to make original IP. We are focused on creativity, polish, and shipping games that millions love as
Audio / Music / Sound
 
 
Bally Technologies — Las Vegas, NV, USA
[01.31.12]
Sr. Audio Composer

Audio / Music / Sound
 
Trion Worlds — San Diego, CA, USA
[01.27.12]
Audio Programmer

Audio / Music / Sound

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