Audio Implementation Greats #5: Ambient – The Hills are Alive
In a continued attempt to shed light on some of the best examples of Technical Sound Design in the current generation, I'd like to call attention to several titles that have pushed the envelope when it comes to the art of ambience. The all encompassing experience of “being there” in ... read more.
Audio Implementation Greats #2: Audio Toolsets [Part 2]
Developer created proprietary toolsets continue to provide a vital form of audio integration in the industry, especially in cases where the gameplay specific features need to be exposed and interacted with at a deeper level than what comes “out of the box” with most middleware. In the days before robust ... read more.
Rob Bridgett Special: Prototype [Exclusive Interview]
Here is the final interview with Rob Bridgett, about Prototype, talking about the sound of the cinematics, the mixing process, and more! Designing Sound: First of all tell us something about what was your contribution on Prototype and what do you did for the sound of the game? Rob Bridgett: In late ... read more.
Rob Bridgett and “The Game Audio Mixing Revolution”
Rob Bridgett, one of the first to complete the Master's degree in Sound Design for the Moving Image at Bournemouth University in 1999, has a series of articles at Gamasutra called "The future of Game Audio". On May 14 Bob presented the first part of the series: Is Interactive Mixing ... read more.






