In Part 1 of this blog series, EA DICE invites you to hear from the sound designers of Star Wars: Battlefront as they break down the anatomy of their favorite sounds. Does the inhaling blast of a thermal imploder give you a Pringles complex, prompting you to lob them one after another until your lack of strategy causes others to wonder if Jar Jar Binks is on the battlefield? Sound Designer David Jegutidse breaks down the audio magic behind the creation of this weapon, sharing design techniques, influences and Soundcloud examples. Also, for those attending GDC next month with an Audio Track, Main Conference or All Access pass, don’t miss David Jegutidse and Composer Gordy Haab’s session on the music and sound design for Battlefront.Read More
This article is a guest contribution by Damian Kastbauer and does not reflect the views of DesigningSound.org or its Contributing Editors.
The article Brighten the Corners of Game Audio, that I wrote earlier this year, attempted to bring forward some of the things that I’ve experienced, specifically at the Game Developer Conference, and have gleaned from conversations with people in the game audio community over the years in relation to the organizations that represent us. This follow-up article presents the results of the survey that accompanied that article and gives further voice to the community. It’s my hope that continued discussion can influence the future of the organizations that represent game audio.Read More
If you’re coming to San Francisco for GDC, or just happen to be in the area regardless, a few of us from the website are heading to Thirsty Bear Brewing Company (661 Howard St.) at 6:30PM this Sunday (3/1/14). If you’re in town early, and are looking for something to do in the evening, you’re welcome to join us!Read More
I intended to have this up last week but recovering from GDC was a fulltime job and the proverbial dog ate my homework when Google Docs made the rough draft of this article disappear. However at the time of writing the GDC Vault has not updated with audio/video of the event so hopefully this post will have a more timely release around the same time as GDC Vault. All of the photos were taken on my phone (apologies!) except the above header which is courtesy of the GDC website.
Lets get to the talks!
The first day of GDC had the Audio Bootcamp hosted by good friends of Designing Sound: Garry Taylor and Damian Kastbauer. It was super super informative but the talks were super short and not the easiest to take notes during! So instead I live tweeted as much as I could so please check out my Twitter feed from around that time and more importantly check it out on the GDC Vault.Read More
Focal Press has recently released a new book on game audio entitled The Essential Guide to Game Audio. I know what you may be thinking, “Aren’t there already enough books on game audio?” This is a worthy addition to the plethora of learning materials already on the market. It fills a gap by focusing on game audio in the Unity Engine. It’s also co-authored by two well respected practitioners/educators: Steve Horowitz and Scott Looney. They were not content to just publish a book though. No, they had to go all transmedia on this topic.
Two other items have launched alongside the book. The first is a free iOS companion app. Well worth checking out even if you aren’t going to pick up the book; though I imagine you’ll get more out of it when the two are used in tandem. Additionally, the authors have launched a new website: Game Audio Institute. The site is just getting off of the ground now, and it will be interesting to see how it develops in the coming year.
If you’re currently learning game audio, or are considering it, you’ve got some new tools to add to your training arsenal.Read More