Mar
11

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Screenings of the Documentary “Particle Fever” with Walter Murch

Are you in the San Francisco Bay Area this weekend? Then check out one of these screenings of Particle Fever, which will have a Q&A with director Mark Levinson and Editor WALTER MURCH!!!

Fri 3/14
Shattuck, Berkeley (Landmark Theaters)
7:30 show – intro and Q&A w/ director Mark Levinson and editor Walter Murch and physicists

Sat 3/15
Embarcadero, SF (Landmark Theaters)
7:30 show – intro and Q&A w/ director Mark Levinson and editor Walter Murch and physicists

Thanks to Kyrsten Mate for pointing this out!

Mar
11

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Wwise Free for Indies Too!

wwise2

Following fast on the news that FMOD will be free to independent game developers, now Audiokinetic have announced that the Wwise audio engine is also changing its licensing format in support of indies. The cross-platform sound engine will be free to users with up to 200 sound assets in their Wwise projects.

Audiokinetic Press Release
audiokinetic.com

Mar
11

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FMOD Goes Indie Free

FMOD_Logo

FMOD Studio, one of the go-to tools for creating audio content in game environments, are making their tools completely free for independent game developers. The previous licensing structure was based largely on whether your use was commercial or not, but now Firelight Technologies – the company that makes FMOD – have announced its next generation audio content creation tools will now be free to all. Though no dollar amount was confirmed in the official press release, it is reported that only those titles with a budget in excess of $100K will have to pay.

FMOD Press Relase
fmod.org

Mar
10

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The Sound Design of The Banner Saga

Banner-Saga

Guest Contribution by Michael Theiler of Kpow Audio

TheBannerSaga_OpeningImage.jpg

We always knew The Banner Saga was going to be something special. First contact with the guys behind it was so positive and just easy. Our meetings and emails hit all the rights notes creatively so much so we just knew it was going to be an exhilarating ride. We weren’t wrong. Working on a project with such rich creativity and depth behind it, paired with the encouragement and trust the team showed, buoyed us, and heightened our commitment to the project.

There were a few key areas we concentrated on when it came to the sound design of The Banner Saga. We wanted to pay particular attention to the ambiences of the locations in the game – to make them real and evocative and never distract the player from the game. We wanted to make sure the banner, which is always with you but changes in length depending on how the player is progressing, had gravitas and importance without overwhelming the player. Likewise for the scenes where travelling by cart is depicted, the cart sounds were incredibly important as they were the sounds of the population traversing vast distances, fleeing from a dark force. We needed the fighting sounds to be gritty and real, and for their special abilities to have a different sound to them. We wanted the fighters to feel like they were pulling their strength and concentration for their actions from an internal well of ancient power. Finally we wanted the UI to not draw too much attention to itself, to feel solid and real but distinct from the other in-game sounds. Read More

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