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Posted by on Oct 26, 2015 | 0 comments

News: How to Create Horror Sound Effects

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!

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Posted by on Sep 22, 2015 | 0 comments

News: SOMA – Behind the Sound

There’s a common joke among game audio artists and designers: if you ask any number of sound designers what genre they’d most like to work on, the odds are good they’ll all say “horror”, twice. It’s no surprise it’s such a common answer, either; horror games offer designers some of the most interesting and diverse sound design opportunities one can come across. There’s no doubt that Frictional Games’s upcoming title SOMA fits this mold as well, evidenced by a fantastic blog post on Frictional’s website by the game’s audio director, Samuel Justice.

In the post, Sam discusses the approach he and the rest of the team took towards defining the distinct above- and underwater worlds of this eagerly-anticipated horror title. Sam goes into extensive detail on the techniques they used, both in the game’s engine and in content creation, to achieve a unique sonic identity for the game. Check out the post here, and also take a look at Sam’s other online home over at Sweet Justice, which features another great blog chock full of good info.

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Posted by on Sep 18, 2015 | 0 comments

News: A Sound Effect: How to Design Supreme Sci-Fi Weapon SFX

In a recent blog post, A Sound Effect spoke to sound designers Ruslan Nesteruk and Glen Bondarenko on the techniques and tools they utilize in creating sci-fi weaponry SFX. The post delves into layering, synthesis techniques, breaking down each weapon into its constituent components, and a great deal more. If you want some insights on creating better sci-go weaponry, you owe it to yourself to head over to the post now.

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Posted by on Jul 28, 2015 | 2 comments

Lessons of a Reckless Freelancer, or How I Learned to Love the Paperwork

Stella W2

At least my cats were on top of things.

When I first started up as a freelance sound designer and re-recording mixer, I had never been responsible for running a business. Working for myself seemed to be the ultimate job; I could set my hours, pick my projects, and do things how I wanted to do them. Beyond this freedom, what else was there? As it turns out, I completely glossed over that whole “how to run my own business” thing, charging headlong into freelancing with no real understanding of what that entailed. Had I taken just a few moments to sit down and read a bit about being your own boss and business, I would have saved myself a whole lot of trouble down the road. Here are a few of the bigger things I learned along the way; hopefully, you can learn something from my mistakes.

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Posted by on Apr 24, 2015 | 0 comments

Creative Field Recording: “Visual Microphones” Create Missing Audio

In his newest blog post, Paul Virostek of Creative Field Recording examines an interesting question: If we’re able to recolorize black and white films, can we do the same with audio? The article discusses unique techniques and tools like visual microphones, which transcend regular audio restoration and offer the possibility of creating audio that would have been present in the original visuals. Check out the post here.

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