The Dynamics of Mark of the Ninja
Monday, June 17, 2013
Guest Contribution by Matthew Marteinsson At first listen you can tell Mark of the Ninja is a game with a wide dynamic range. The game is all about…
Guest Contribution by Matthew Marteinsson At first listen you can tell Mark of the Ninja is a game with a wide dynamic range. The game is all about…
Guest Contribution by Graham Gatheral Let’s be honest: code can be daunting. All those words and numbers and operators and punctuation errors… For a start, there’s no GUI….
As they did during the Game Audio AES conference in London recently, Anton Woldhek and Damian Kastbauer are producing daily podcasts from GDC. You can find them over…
Neglecting to mention these two Kickstarter Projects, while we’re in the middle of the “Sound Design X Music” theme would just be incredibly foolish. Soundself – Sensory Exploration…
Finishing up Loudness Month here at Designing Sound I asked the good folks at Audiokinetic (makers of Wwise), Firelight Technologies (makers of FMOD) and G.A.N.G. IESD about what is…
A few nights ago, I was struck by an idea that hadn’t occurred to me previously. I was prepping for a presentation on loudness metering at a game…
Japanese video game composers and musicians get a good bit of coverage and acclaim over in the West, but the people making the booms and whoosh sounds don’t seem to…
If you missed Saturday’s webinar, the recording is now available. Just click here to load it up. We had some reports of audio issues, which appear to be…
Guest Contribution by Tom Todia I love Plug-Ins! There, I feel much better now. Since January is the month of the plug-in here at Designing Sound, I thought…
We’re changing the name of the “Film Sound Discussion Group” to Designing Sound Discussion Group, because it’s silly to think that we’ll never have a live discussion about…

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