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Spectral Analysis: Interview with Gordon Durity

Posted by on Oct 28, 2015 | 1 comment

Many thanks to Brad Dyck for contributing this interview. You can follow Brad on Twitter @Brad_Dyck

Gordon Durity is the Executive Audio Director of the EA Audioworks team, which supports the audio development of the upcoming Need for Speed release available on November 3rd, 2015 for PS4 and Xbox One (PC due in the spring of 2016). I’d like to extend my thanks to Gordon for sitting down to chat with me.

Brad Dyck: Could you describe some of the responsibilities you deal with day to day?

Gordon Durity: I look at all the titles that I’m in charge of – all of the sports games, Need for Speed, Plants vs Zombies and mobile products just to keep track of where everything’s going as far as audio content and quality. I do R&D as well, looking at where our technology is headed, what’s out there competitively, what we’re building in-house, what we need to build for emerging platforms, and what we need to re-factor to make things work better. Because we’re a central team, I spend time with the senior leaders of the titles we service whether it’s FIFA, Madden or Need for Speed, just to make sure that we’re completely aligned with our dev partners. (more…)

News: How to Create Horror Sound Effects

Posted by on Oct 26, 2015 | 0 comments

In an appropriately seasonal blog post over at A Sound Effect, Asbjoern speaks to Saro Sahihi of SoundBits, a boutique SFX library and sound design company. Saro, who has released some excellent gore SFX libraries, goes in-depth on how to achieve some truly squishy, wrenching, and disgusting gore sounds for all your horror needs. He even touches on some other horror mainstays, like how to achieve a good jump-scare sound, or crafting dark ambiences.

Head over to A Sound Effect to check out the whole article!

News: Sound Decision – Inside the world of audio branding

Posted by on Oct 23, 2015 | 0 comments

A cursor hovers over the time on a Windows 95 screen, displaying the date as October 23, 1995. An exclamation pops up to say, "You keep checking the date. You must be confused. It's 1995. That feeling that you installed Windows 95 a long time ago is just confusion. Windows 95 will now run Solitaire to calm you." Article by Adriane Kuzminski.

Did 20 years go by that quickly?
Image retrieved from the Windows 95 Tips, Tricks, and Tweaks Tumblr (parody site):

User Interface sounds are a breed of their own. Some clearly represent their actions, such as the epochal ‘door opening’ to indicate a contact has logged on or the equally attention-grabbing announcement that “you’ve got mail,” which rationalized why you had to tie up the phone line another five minutes. Other sounds attempt to bind emotions to their actions; the wistful start up themes for Windows 95 and Mac OS assured you this is the future in their grounded, yet contemplative, chords. Whether literal or metaphorical, UI sounds are calls-to-action, sometimes to a Pavlovian degree, where this causes you to glance at your charging cable and this makes you think you’ve bumped your thumb drive. But when it comes to professional audio branding, how are these concepts used to evoke ideas such as ‘clean’ and ‘trustworthy’? (more…)

News: Designing Sound Meetup at the 139th AES Convention

Posted by on Oct 22, 2015 | 0 comments

A crowd of people enter the exhibit show floor of the 135th AES Convention in New York City. Article by Adriane Kuzminski.

Opening Day of the 135th AES Convention in NYC.
Photo retrieved from

It’s that time of year again! If you’re attending the 139th AES Convention next week in New York City, come join us at 8:00 pm on Thursday, 29 October at Alfie’s Bar and Kitchen, located at 800 Ninth Ave on the corner of Ninth Ave and W 53rd St. If you plan on stopping by, please RSVP using the form at the end of this article. If you are not attending the AES Convention, but you live in the NYC area, stop by anyway! (And please RSVP.)

For those unfamiliar with the AES Convention, the event runs from Thursday, 29 October to Sunday, 1 November at the Javits Center at 655 W 34th St. The Free Exhibits-Plus badge gives you access to the show floor along with Special Events, Project Studio Expos and Live Sound Expos. The All Access badge allows you to experience everything the show has to offer except tech tours. Remember, if you reserve your All Access badge before 26 October, the pass will be $25-$100 less than purchasing one on-site.

And if you haven’t yet planned which panels and events you’d like to attend, the AES schedule can be found here.

See you all soon!

News: Behind the Scenes with Plants vs. Zombies 2 Neon Mixtape Tour

Posted by on Oct 21, 2015 | 0 comments

Considering the newest Plants vs. Zombies 2 release has the word “mixtape” in the name, there was never any doubt that music would play a big role in the game’s experience. And as anyone who closely follows PopCap Games and their audio obsession, they’re not a company that does something halfway when it comes to sound or music. That’s why its a real treat that PvZ2 Neon Mixtape Tour audio lead Damian Kastbauer sat down with EA to discuss in depth how the team approached the variety of musical styles that appear in the new release. As always, the PopCap audio team has gone to great lengths to make a fun and immersive audio experience within the game, so be sure not to miss how they did it!

In addition, Damian has included some examples on his Vine page of some of the beat-syncing in action, both sounds-to-beat sync and animations on-the-beat.

Audio Branding in Coca-Cola Advertising

Posted by on Oct 18, 2015 | 5 comments


So last weekend I was on vacation in Atlanta with my recently proposed-to fiancee. In addition to going to a Ghost show, zoo, and the aquarium; we hit up the World of Coke.

The World of Coke museum is less of a museum and more of a huge advertisement for Coca-Cola beverages. From getting funneled in a short guided tour of memorabilia and then getting herded into a huge theater to watch a 7 minute commercial for Coca-Cola, the entire experience feels very much targeted at emotion, sentimentality, and and nostalgia.

The most interesting thing to me about the visit throughout the museum was the lack of actually seeing the brown liquid. Outside of a miniature working version of the Bottle Works, where you get to see them bottling Coca-Cola, you don’t *see* it.  However, you certainly hear it. (more…)

Thoughts on Limitations in Game Audio

Posted by on Oct 13, 2015 | 1 comment


Rob Bridgett is an audio director at Eidos-Montréal.

Leonard Paul is the president of the School of Video Game Audio.

Images courtesy of Rob Bridgett & Leonard Paul

Nine years ago, we collaborated on an article on the idea of limitations for Gamasutra and wanted to see where our thoughts would take us. This time around, rather than produce another article, this submission is a set of our musings meant to be used as starting points or inspiration when working with the limitations of game audio.

Allowing a view of the long-term in our art gives a certain freedom but it can also be paralyzing unless we set limits on ourselves.

An exciting, creative challenge is one with well defined limits: a well defined brief; a box to play in.

Not only do technical limits advance but also creative limits as well.

Working within a genre is a form of self-limitation (style and structure, for instance, “we’re going to write a 3 minute pop song”). A platform/format is a limitation: 12 inch, an LP (two sides), a CD (long running playlist). We need to consider the equivalent boxes and structures in games (menu, mission, genre, format, art style).


Interview with Rich Vreeland (Disasterpeace) on Restrictions

Posted by on Oct 12, 2015 | 0 comments

Earlier this month on a rare rainy Bay-Area day, I sat down with composer and musician Rich Vreeland (aka Disasterpeace) to discuss last month’s theme of “Restriction”. Rich is best known for his work in video games having composed music for “Fez”, “Bit.Trip Presents: Runner2”, “Gunhouse” and the forthcoming “Mini Metro” and “Hyper Light Drifter”. Most recently his score to the critically acclaimed motion picture “It Follows” received unanimous praise.

photo credit Nika States

Rich Vreeland (Disasterpeace) – photo credit Nika States



Review: Sonarworks Reference 3 & Measurement Microphone

Posted by on Oct 8, 2015 | 4 comments

Oh The Variables

When you consider the variables in play when dealing with audio, it amazes me that we’re able to create anything that sounds even half-decent to someone else.

Author-End Variables

  • How the authorship software processes audio
  • Digital-to-analog conversion quality
  • Unbalanced monitors / headphones
  • The acoustic space
  • Monitor placement
  • Mix position
  • Your ears
  • Your brain


Celebrating Dogme

Posted by on Oct 7, 2015 | 1 comment


When the topic of restriction first came up I immeadiately thought of the Dogme 95 movement. It seemed like such an obvious response that I spent some time hunting around for another topic. Inevitably though I’ve come back to Dogme. Partly because it really is a great example of working under restriction, but also because the films created within the movement are so striking in their subversion of the restrictions placed on them. This also gave me the opportunity to revisit two films I enjoy immensely, Festen (1998) and It’s All About Love (2003); both directed by Thomas Vinterberg and written by Vinterberg and Mogens Rukov. (more…)