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<channel>
	<title>Designing Sound &#187; videos</title>
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	<link>http://designingsound.org</link>
	<description>The Art and Technique of Sound Design</description>
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		<title>The audio of Batman: Arkham City</title>
		<link>http://designingsound.org/2012/05/the-audio-of-batman-arkham-city/</link>
		<comments>http://designingsound.org/2012/05/the-audio-of-batman-arkham-city/#comments</comments>
		<pubDate>Tue, 15 May 2012 17:54:13 +0000</pubDate>
		<dc:creator>Mike Taylor</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[arkham city]]></category>
		<category><![CDATA[batman]]></category>
		<category><![CDATA[bryan watkins]]></category>
		<category><![CDATA[foley]]></category>
		<category><![CDATA[foley artists]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[guns]]></category>
		<category><![CDATA[john roesch]]></category>
		<category><![CDATA[nick arundel]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[rocksteady]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12729</guid>
		<description><![CDATA[Eurogamer has published a video promoting the upcoming Game of The Year edition of Batman: Arkham City, focusing on the foley techniques and sound design aesthetic employed to create the stunning audio that brought the game to life. Featuring Rocksteady audio director Nick Arundel, and foley artist John Roesch and gun recording expert Bryan Watkins &#8230; <a class="btn read-more" href="http://designingsound.org/2012/05/the-audio-of-batman-arkham-city/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.eurogamer.net/videos/batman-arkham-city-goty-edition-trailer-1">Eurogamer</a> has published a video promoting the upcoming Game of The Year edition of Batman: Arkham City, focusing on the foley techniques and sound design aesthetic employed to create the stunning audio that brought the game to life.</p>
<p>Featuring <a href="http://www.rocksteadyltd.com/">Rocksteady</a> audio director Nick Arundel, and foley artist <a href="http://www.imdb.com/name/nm0736430/">John Roesch</a> and gun recording expert <a href="http://www.imdb.com/name/nm0914265/">Bryan Watkins</a></p>
<p><a href="http://www.eurogamer.net/videos/batman-arkham-city-goty-edition-trailer-1">Click here for the video</a></p>
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		<title>GDC 2012 Audio Keynote &amp; Track Slides Available Online</title>
		<link>http://designingsound.org/2012/04/gdc-2012-audio-keynote-track-slides-available-online/</link>
		<comments>http://designingsound.org/2012/04/gdc-2012-audio-keynote-track-slides-available-online/#comments</comments>
		<pubDate>Sat, 07 Apr 2012 13:51:11 +0000</pubDate>
		<dc:creator>Mike Taylor</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[GDC 2012]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[sfx]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[tips]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12530</guid>
		<description><![CDATA[GDC Vault has published the presentation materials from GDC 2012 online for free. There is a great wealth of information from a wide section of the game audio community, starting with Darren Korb&#8216;s excellent keynote speech on his experience of creating the audio for Bastion in a New York closet. Thanks to Kenneth Young for &#8230; <a class="btn read-more" href="http://designingsound.org/2012/04/gdc-2012-audio-keynote-track-slides-available-online/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-12543" href="http://designingsound.org/2012/04/gdc-2012-audio-keynote-track-slides-available-online/gdc-2012/"><img class="alignnone size-full wp-image-12543" src="http://designingsound.org/files/2012/04/GDC-2012.jpg" alt="" width="600" height="325" /></a></p>
<p><a href="http://www.gdcvault.com">GDC Vault</a> has published the presentation materials from GDC 2012 <a href="http://gdcvault.com/free/gdc-12">online for free</a>. There is a great wealth of information from a wide section of the game audio community, starting with <a href="http://www.darrenkorb.com/">Darren Korb</a>&#8216;s excellent keynote speech on his experience of creating the audio for Bastion in a New York closet. Thanks to <a href="https://twitter.com/#!/kcmyoung">Kenneth Young</a> for tipping via the #gameaudio hashtag on Twitter!</p>
<p>All free Audio Track sessions are listed and linked below for your convenience;</p>
<p><span id="more-12530"></span></p>
<p>(Video)</p>
<p><a title="Build That Wall: Creating the Audio for Bastion" href="http://gdcvault.com/play/1015553/Build-That-Wall-Creating-the">Build That Wall: Creating the Audio for Bastion</a> &#8211; Darren Korb</p>
<p>(Slides)</p>
<p><a title="80,000 Lines, Three Lessons Learned" href="http://gdcvault.com/play/1015913/80-000-Lines-Three-Lessons">80,000 Lines, Three Lessons Learned</a> - Ariel Gross</p>
<table id="vault_reg_session_item" border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td><a href="http://gdcvault.com/play/1015317/AI-driven-Dynamic-Dialog-through"><br />
</a>&nbsp;</p>
<div>
<div>
<div><a href="http://gdcvault.com/play/1015317/AI-driven-Dynamic-Dialog-through">AI-driven Dynamic Dialog through Fuzzy Pattern Matching. &#8230;</a> - Elan Ruskin</div>
</div>
</div>
</td>
</tr>
</tbody>
</table>
<p><a href="http://gdcvault.com/play/1015511/Audio-Boot">Audio Boot Camp</a> - Scott Selfon, Garry Taylor, Jason Graves, Martin Stig Andersen, Alistair Hirst, Sergio Pimentel, John Byrd, Bernard Rodrigue, Mike Caviezel</p>
<p><a href="http://gdcvault.com/play/1015881/Authoring-Soundscapes-with-User-generated">Authoring Soundscapes with User Generated Content and Automatic Audio Classification</a> - Jordi Janer</p>
<p><a href="http://gdcvault.com/play/1015338/Digital-Orchestration-for-the-Video">Digital Orchestration for the Video Game Composer</a> - Fletcher Beasley</p>
<p><a href="http://gdcvault.com/play/1015899/From-Minsk-to-London-How">From Minsk to London: How to make a live orchestra production in Europe happen</a> - Pierre Langer</p>
<p><a href="http://gdcvault.com/play/1015355/How-To-Ship-a-Game">How To Ship a Game With Voices In 10 Languages? &#8230;On the same day? &#8230;And Keep It Consistent?</a> - Alexandre Piche</p>
<p><a title="Journey vs Monaco: Music is Storytelling" href="http://gdcvault.com/play/1015342/Journey-vs-Monaco-Music-is">Journey vs Monaco: Music is Storytelling</a> - Austin Wintory</p>
<p><a href="http://gdcvault.com/play/1015347/Orchestral-Recording-at-Abbey-Road">Orchestral Recording at Abbey Road for Lord of the Rings: War in the North</a> - Craig Duman, Inon Zur, John Kurlander</p>
<p><a title="Racing Games: A Semi-Formal Sound Study" href="http://gdcvault.com/play/1015351/Racing-Games-A-Semi-Formal">Racing Games: A Semi-Formal Sound Study</a> - Damian Kastbauer</p>
<p><a title="Real-time Sound Propagation in Video Games" href="http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-in">Real-time Sound Propagation in Video Games</a> - Jean-Francois Guay</p>
<p><a title="Spot the Difference: AAA vs Indie VO Techniques" href="http://gdcvault.com/play/1015360/Spot-the-Difference-AAA-vs">Spot the Difference: AAA vs Indie VO Techniques</a> - Michael Csurics, David Gilbert</p>
<p><a title="Squeeze Play: The State of Ady0 Cmprshn" href="http://gdcvault.com/play/1015880/Squeeze-Play-The-State-of">Squeeze Play: The State of Ady0 Cmprshn</a> - Scott Selfon</p>
<p><a href="http://gdcvault.com/play/1015367/The-Art-of-Non-Music">The Art of Non-Music: Crime Shooter Kane &amp; Lynch 2: Dog Days</a> - Mona Mur</p>
<p><a title="The Dynamic Audio of Vessel" href="http://gdcvault.com/play/1015369/The-Dynamic-Audio-of">The Dynamic Audio of Vessel</a> - Leonard Paul</p>
<p><a href="http://gdcvault.com/play/1015371/The-Emotional-Puppeteer-Uncovering-the">The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hearts to Games</a> - Marty O&#8217;Donnell, Brandi House</p>
<p><a href="http://gdcvault.com/play/1015374/The-Weight-of-the-World">The Weight of the World: creating massive destruction audio for  Red Faction: Armageddon</a> - Stephen Hodde</p>
<p><a href="http://gdcvault.com/play/1015377/What-We-ve-Learned-About">What We Learned About Practical Audio By Going To Disneyland</a> - Dwight Okahara, Chris Olander</p>
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		<title>Demonstration of SSX&#8217;s &#8216;RUMR&#8217; system</title>
		<link>http://designingsound.org/2012/03/demonstration-of-ssxs-rumr-system/</link>
		<comments>http://designingsound.org/2012/03/demonstration-of-ssxs-rumr-system/#comments</comments>
		<pubDate>Thu, 15 Mar 2012 23:08:18 +0000</pubDate>
		<dc:creator>Mike Taylor</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[ea canada]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[implementation]]></category>
		<category><![CDATA[rumr]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[ssx]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[ted conley]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12460</guid>
		<description><![CDATA[Ted Conley, Audio Director of EA Canada and the technical artist behind the RUMR (Realtime User Music Remix) system, has uploaded a video demonstrating how to utilize the custom soundtracks features of SSX, and the RUMR system. In the five minute video, Ted explains and demonstrates the various methods used to dynamically accentuate player performance, using &#8230; <a class="btn read-more" href="http://designingsound.org/2012/03/demonstration-of-ssxs-rumr-system/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/03/demonstration-of-ssxs-rumr-system/"><em>Click here to view the embedded video.</em></a></p>
<p>Ted Conley, Audio Director of <a href="http://www.ea.com/ca">EA Canada</a> and the technical artist behind the RUMR (Realtime User Music Remix) system, has uploaded a video demonstrating how to utilize the custom soundtracks features of <a href="http://www.ea.com/ssx">SSX</a>, and the RUMR system. In the five minute video, Ted explains and demonstrates the various methods used to dynamically accentuate player performance, using runtime parameters, sampling, filters and a wide variety of DSP effects.</p>
<p>Skip ahead to <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=tLiA1dbMpls#t=98s">1:35</a> of the video to bypass the custom soundtrack ripping tutorial, and get straight to the action.</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Wabi Sabi Sound</title>
		<link>http://designingsound.org/2012/03/wabi-sabi-sound/</link>
		<comments>http://designingsound.org/2012/03/wabi-sabi-sound/#comments</comments>
		<pubDate>Mon, 12 Mar 2012 22:26:03 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[andrew lackey]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[geoffrey garnett]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[profile]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[studio]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[wabi sabi sound]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12449</guid>
		<description><![CDATA[Cool video profile about the work of the guys at Wabi Sabi Sound featuring sound designers Andrew Lackey and Geoffrey Garnett.]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/03/wabi-sabi-sound/"><em>Click here to view the embedded video.</em></a></p>
<p>Cool video profile about the work of the guys at <a href="http://www.wabisabisound.com/">Wabi Sabi Sound</a> featuring sound designers Andrew Lackey and Geoffrey Garnett.</p>
]]></content:encoded>
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		<title>The Sound and Music of John Carter</title>
		<link>http://designingsound.org/2012/03/the-sound-and-music-of-john-carter/</link>
		<comments>http://designingsound.org/2012/03/the-sound-and-music-of-john-carter/#comments</comments>
		<pubDate>Mon, 12 Mar 2012 06:49:16 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[john carter]]></category>
		<category><![CDATA[jonathan null]]></category>
		<category><![CDATA[michael giacchino]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[profile]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[soundworks collection]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12444</guid>
		<description><![CDATA[From Academy Award-winning filmmaker Andrew Stanton comes &#8220;John Carter&#8221;&#8211;a sweeping action-adventure set on the mysterious and exotic planet of Barsoom (Mars). &#8220;John Carter&#8221; is based on a classic novel by Edgar Rice Burroughs, whose highly imaginative adventures served as inspiration for many filmmakers, both past and present. The film tells the story of war-weary, former &#8230; <a class="btn read-more" href="http://designingsound.org/2012/03/the-sound-and-music-of-john-carter/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/03/the-sound-and-music-of-john-carter/"><em>Click here to view the embedded video.</em></a></p>
<div>
<div>
<blockquote><p>From Academy Award-winning filmmaker Andrew  Stanton comes &#8220;John Carter&#8221;&#8211;a sweeping action-adventure set on the  mysterious and exotic planet of Barsoom (Mars). &#8220;John Carter&#8221; is based  on a classic novel by Edgar Rice Burroughs, whose highly imaginative  adventures served as inspiration for many filmmakers, both past and  present. The film tells the story of war-weary, former military captain  John Carter (Taylor Kitsch), who is inexplicably transported to Mars  where he becomes reluctantly embroiled in a conflict of epic proportions  amongst the inhabitants of the planet, including Tars Tarkas (Willem  Dafoe) and the captivating Princess Dejah Thoris (Lynn Collins). In a  world on the brink of collapse, Carter rediscovers his humanity when he  realizes that the survival of Barsoom and its people rests in his hands.</p>
<p>Supervising Sound Editor Jonathan Null and Composer Michael Giacchino  share with the SoundWorks Collection their extensive work bringing to  life the planet of Barsoom.</p></blockquote>
<p><strong><a rel="nofollow" href="http://www.soundworkscollection.com/" target="_blank">SoundWorksCollection</a></strong></p>
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</div>
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		<item>
		<title>Slow Motion Bullets</title>
		<link>http://designingsound.org/2012/02/slow-motion-bullets/</link>
		<comments>http://designingsound.org/2012/02/slow-motion-bullets/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 01:06:46 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[bullet]]></category>
		<category><![CDATA[field recording]]></category>
		<category><![CDATA[frank bry]]></category>
		<category><![CDATA[guns]]></category>
		<category><![CDATA[impacts]]></category>
		<category><![CDATA[passbys]]></category>
		<category><![CDATA[slow motion]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[the recordist]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12397</guid>
		<description><![CDATA[Pretty cool blog post by Frank Bry on recording bullet passbys and impacts. There is a first time for everything and recording bullet pass bys and impacts was a first for me. I’ve always wanted to try my hand at bullet recording but never had the knowledge or association with anyone that had a permit &#8230; <a class="btn read-more" href="http://designingsound.org/2012/02/slow-motion-bullets/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/02/slow-motion-bullets/"><em>Click here to view the embedded video.</em></a></p>
<p>Pretty cool blog post by <a href="http://therecordist.com">Frank Bry</a> on recording bullet passbys and impacts.</p>
<blockquote><p>There is a first time for everything and recording bullet pass bys and impacts was a first for me. I’ve always wanted to try my hand at bullet recording but never had the knowledge or association with anyone that had a permit to use a gun suppressor. During the recording sessions for the M60 machine gun with the very experienced and amazing marksman named Richard from the local gun shop I began to inquire about what it would take to record some bullet impacts and whizz bys. I then consulted with everyone’s favorite weapons maven – Charles Maynes (my sincere thanks man!), and he gave me some valuable advice for these kind of sessions. I then explained what I wanted to accomplish with Richard and gave him the specs from Charles and we were off and running. The bullet demo in this blog post has some of the sounds recorded and played back at 35% of normal so you can hear the shot and the impact in greater detail, and they sound much more interesting slowed down a bit.</p></blockquote>
<p><a href="http://www.therecordist.com/slow-motion-bullets"><strong>Continue reading&#8230;</strong></a></p>
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		<title>Randy Thom Interview at VIEW Conference 2011</title>
		<link>http://designingsound.org/2012/02/randy-thom-interview-at-view-conference-2011/</link>
		<comments>http://designingsound.org/2012/02/randy-thom-interview-at-view-conference-2011/#comments</comments>
		<pubDate>Tue, 21 Feb 2012 17:10:27 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[randy thom]]></category>
		<category><![CDATA[skywalker sound]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[view conference]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12341</guid>
		<description><![CDATA[An interview with sound designer Randy Thom at VIEW Conference 2011. Thanks to Matteo for the link!]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/02/randy-thom-interview-at-view-conference-2011/"><em>Click here to view the embedded video.</em></a></p>
<p>An interview with sound designer Randy Thom at VIEW Conference 2011.</p>
<p>Thanks to Matteo for the link!</p>
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		<item>
		<title>Mavericks Of Sound Design Panel</title>
		<link>http://designingsound.org/2012/02/mavericks-of-sound-design-panel/</link>
		<comments>http://designingsound.org/2012/02/mavericks-of-sound-design-panel/#comments</comments>
		<pubDate>Thu, 16 Feb 2012 08:41:02 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[craft]]></category>
		<category><![CDATA[diego stocco]]></category>
		<category><![CDATA[discussion]]></category>
		<category><![CDATA[eric persing]]></category>
		<category><![CDATA[lecture]]></category>
		<category><![CDATA[mavericks of sound design]]></category>
		<category><![CDATA[moogfest]]></category>
		<category><![CDATA[panel]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[richard devine]]></category>
		<category><![CDATA[scott gershin]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[spectrasonics]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12337</guid>
		<description><![CDATA[Spectrasonics has uploaded the full sound design panel that Eric Persing, Diego Stocco, Richard Devine and Scott Gershin gave at the 2011 Moogfest in Asheville, North Carolina. Maybe you remember that we shared several video recordings from the panel a couple of weeks ago, but this one has much better quality and contains more stuff, &#8230; <a class="btn read-more" href="http://designingsound.org/2012/02/mavericks-of-sound-design-panel/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/02/mavericks-of-sound-design-panel/"><em>Click here to view the embedded video.</em></a></p>
<p>Spectrasonics has uploaded the full sound design panel that Eric Persing, Diego Stocco, Richard Devine and Scott Gershin gave at the 2011 Moogfest in Asheville, North Carolina. Maybe you remember that we shared <a href="http://designingsound.org/2011/11/recording-of-the-sound-design-panel-at-moogfest-2011/">several video recordings</a> from the panel a couple of weeks ago, but this one has much better quality and contains more stuff, almost an hour. Inspiring!</p>
<p>(via <a href="http://www.synthtopia.com/content/2012/02/15/the-mavericks-of-sound-design/">synthtopia</a>)</p>
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		<title>Top 10 Game Audio Mistakes</title>
		<link>http://designingsound.org/2012/02/top-10-game-audio-mistakes/</link>
		<comments>http://designingsound.org/2012/02/top-10-game-audio-mistakes/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 22:14:17 +0000</pubDate>
		<dc:creator>Mike Taylor</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[EA Sports]]></category>
		<category><![CDATA[full sail]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[Jesse James Allen]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12314</guid>
		<description><![CDATA[Jesse James Allen, Audio Director at EA Sports Tiburon, delivered an hour-long presentation to the Advaced Interactive Audio students at Full Sail University on &#8216;Top Ten Game Audio Mistakes&#8217;, addressing misconception such as &#8216;audio being a one person job&#8217;, &#8216;Audio is easy to integrate &#8216; and &#8216;Video game audio cliches&#8217;]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/02/top-10-game-audio-mistakes/"><em>Click here to view the embedded video.</em></a></p>
<p><a href="http://jessejamesallen.bandcamp.com/">Jesse James Allen</a>, Audio Director at EA Sports Tiburon, delivered an hour-long presentation to the Advaced Interactive Audio students at Full Sail University on &#8216;Top Ten Game Audio Mistakes&#8217;, addressing misconception such as &#8216;audio being a one person job&#8217;, &#8216;Audio is easy to integrate &#8216; and &#8216;Video game audio cliches&#8217;</p>
]]></content:encoded>
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		<title>The Sound of &#8220;Hugo&#8221;</title>
		<link>http://designingsound.org/2012/02/the-sound-of-hugo/</link>
		<comments>http://designingsound.org/2012/02/the-sound-of-hugo/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 10:45:56 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[eugene gearty]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[hugo]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[martin scorsese]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[philip stockton]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[soundworks collection]]></category>
		<category><![CDATA[tom fleischman]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=12299</guid>
		<description><![CDATA[In this exclusive SoundWorks Collection video profile, producer Michael Coleman sits down with the oscar nominated sound team of HUGO including co-supervising sound editor Philip Stockton, co-supervising sound editor Eugene Gearty, and re-recording mixer Tom Fleischman. Martin Scorsese’s adaptation of Brian Selznick’s award-winning novel The Invention of Hugo Cabret stars Asa Butterfield, as an orphan &#8230; <a class="btn read-more" href="http://designingsound.org/2012/02/the-sound-of-hugo/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2012/02/the-sound-of-hugo/"><em>Click here to view the embedded video.</em></a></p>
<blockquote><p>In this exclusive SoundWorks Collection video profile, producer Michael Coleman sits down with the oscar nominated sound team of HUGO including co-supervising sound editor Philip Stockton, co-supervising sound editor Eugene Gearty, and re-recording mixer Tom Fleischman.</p>
<p>Martin Scorsese’s adaptation of Brian Selznick’s award-winning novel The Invention of Hugo Cabret stars Asa Butterfield, as an orphan boy who lives in a Parisian train station. Sent to live with his drunken uncle after his father’s death in a fire, Hugo learned how to wind the massive clocks that run throughout the station. When the uncle disappears one day, Hugo decides to maintain the clocks on his own, hoping nobody will catch on to him squatting in the station.</p>
<p>His natural aptitude for engineering leads him to steal gears, tools, and other items from a toy-shop owner who maintains a storefront in the station. Hugo needs these purloined pieces in order to rebuild a mechanical man that was left in the father’s care at the museum — the restoration was a project father and son did together.</p></blockquote>
<p><a href="https://vimeo.com/36426777"><strong>SoundWorks Collection</strong></a></p>
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