Recently, game audio industry vet Jeremy Rogers launched a new SFX library store & blog at www.thesoundkeeper.com. While the blog is still new, he’s already putting out some interesting articles, including his most recent “The Top 5 Must-Have Plugins for Sound Designers“. Check it out for Jeremy’s plugin recommendations, as well as some brief descriptions on how he uses them in his own work!
In a recent video, some members of the Killer Instinct sound team, including Zachary Quarles, Adam Isgreen, Mick Gordon, Chase Ashbaker, and Jeff Dombkowski, discuss some of the unique approaches and techniques they used in creating the sounds for some of the new characters featured in the second season of the game, including how they created fire effects, scarab attacks, and raptor vocals.
And if that’s not enough enticement, you also get to hear Mick Gordon throat-sing!
In the most recent blog post over at Sweet Justice, sound designer Chris Sweetman shares some of his decades of experience, and discusses the importance of experimentation and the use of organic sounds in modern sound design. He also discusses some of his experiences on major films, as well as his approach to tools like Izotope Iris. Head over to their blog to check it out now!
Following on from last month’s interview with The Chinese Room‘s Director and Composer Jessica Curry I was lucky enough to grab some time to chat with the studio’s Audio Designer Adam Hay.
Designing Sound: Thanks for taking the time to speak to me Adam. So, looking back through your credit list the first games you worked on were at Traveller’s Tales?
Adam Hay: That’s correct, yeah. I started doing music technology at University and when I finished my degree I knew I wanted to get into games. I’ve been a lifelong game enthusiast. The first game that had a big impact on me was Monkey Island 2. I saw that first when I must have been 7 or 8 and I was totally enraptured by the sound and music of that game. I’ve been a bit of an adventure game addict since then. I got into early things like Click and Play and Games Factory so after University it seemed like a natural extension of my two passions, music & sound and games, to try and get into the industry. So I sent my post-University CV of to every games company in the UK and as luck would have it TT were looking for a junior sound designer at the time and I was lucky enough to get in there.
Broken Age launched Act I in January 2014. Funded through Kickstarter with it’s development the subject of an epic (and ongoing) documentary courtesy of 2 Player Productions, the game was noteworthy for a number of reasons. I personally really enjoyed the games sound and music so in August 2014 I caught up with Camden Stoddard, the lead sound designer on the game for a chat. I was lucky enough to catch up with him again in March 2015 and also meet the other members of the audio team, Ashley Coull and Paul O’Rourke, as they closed in on the end of Act II
Designing Sound: Hi Camden. Thanks for taking the time to chat to me today. How are things going?
Camden Stoddard: Well, we’re in a weird place right now. I’m in Broken Age Act II land now. There’s a lot of layouts being done and there’s a whole bunch of work coming my way and I can’t really touch it until it’s locked. So now I’m kinda sketching and guessing what they’re going to do. So right now, I’m actually helping out on a couple of other projects, working on Costume Quest 2 and Massive Chalice.