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Posted by on Nov 30, 2012 | 2 comments

Thanks to our November Contributors

We just wanted to take the time to thank our guest contributors this month:

For our featured Backgrounds and Ambiences articles…Chris Groegler, Chris Didlick, Douglas Murray, and Tim PrebbleYann Seznec, Peter Chilvers, Robert Thomas, and Stephan Schütze for discussing interactive mobile applications…and thanks to Chuck Michael and Craig Henighan for sharing their thoughts on Dolby Atmos (as well as Josh Gershman and John Loose from Dolby for providing us with a little more data). And a big thank you also goes out to Ariel Gross for sharing his thoughts, and Brady Dyck for his interview with Rob Bridgett.

Thanks again gentlemen!

Remember…this is a site for the community, by the community. If you would like to contribute in the future, drop us a line.

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Posted by on Nov 19, 2012 | 0 comments

Building the World in Your Books

Guest contribution by Chris Didlick

We are Box of Toys Audio, a music and sound design company with studios in London and Stockholm. We provide audio services for commercials, branding, trailers and all manner of projects. With the ongoing innovation and expansion of digital media we are sometimes offered new and uncharted avenues for creativity, which is why when we were asked to work on the new Madefire Motion Book platform we embraced the challenge readily.

Madefire is an iOS app that has been optimised for the iPad and iPhone, emulating the traditional graphic novel format with the addition of motion, interactivity and audio. What’s more, Madefire is also releasing, in phases, free development tools that can be used by independent artists to create and publish their own stories on the platform. With Moving Brands CEO Ben Wolstenholme and comic book legends Dave Gibbons and Liam Sharp involved in the creation of the app, we jumped at the chance to create the audio for the first three in-house story releases, namely “Treatment”, “Captain Stone is Missing…” and “Mono”. Not only were we creating the audio for the narratives, we were also constructing an SFX library for use within the development tool. It was therefore important that the audio enhanced each story while being effective for future titles.

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