<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Designing Sound &#187; star wars</title>
	<atom:link href="http://designingsound.org/tag/star-wars/feed/" rel="self" type="application/rss+xml" />
	<link>http://designingsound.org</link>
	<description>The Art and Technique of Sound Design</description>
	<lastBuildDate>Fri, 10 Feb 2012 07:27:23 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
		<item>
		<title>ARTSEDGE: Ben Burtt on The Sounds of &#8220;Star Wars&#8221;</title>
		<link>http://designingsound.org/2011/09/artsedge-ben-burtt-on-the-sounds-of-star-wars/</link>
		<comments>http://designingsound.org/2011/09/artsedge-ben-burtt-on-the-sounds-of-star-wars/#comments</comments>
		<pubDate>Thu, 29 Sep 2011 10:08:19 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[artsedge]]></category>
		<category><![CDATA[ben burtt]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[sci-fi]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=11093</guid>
		<description><![CDATA[This is one of a series of podcasts exploring the ways sound and sound effects can be used to help bring stories to life. Meet Ben Burtt, Sound Designer for films like Star Wars,Raiders of the Lost Ark and WALL-E. Learn how he comes up with sounds that complement the amazing things seen on the silver screen &#8230; <a class="btn read-more" href="http://designingsound.org/2011/09/artsedge-ben-burtt-on-the-sounds-of-star-wars/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-11095 alignnone" src="http://designingsound.org/files/2011/09/burtt.jpeg" alt="" width="380" height="253" /></p>
<blockquote><p>This is one of a series of podcasts exploring the ways sound and sound effects can be used to help bring stories to life.</p>
<p>Meet Ben Burtt, Sound Designer for films like <em>Star Wars</em>,<em>Raiders of the Lost Ark</em> and <em>WALL-E</em>. Learn how he comes up with sounds that complement the amazing things seen on the silver screen – from laser blasts to whirring, buzzing lightsabers. Find out the story behind some of his signature effects and how he first got interested in sound design.</p></blockquote>
<p>Listen <a href="http://artsedge.kennedy-center.org/multimedia/AudioStories/music-of-sound/ben-burtt.aspx">here</a>.</p>
<p>via <a href="http://bit.ly/o8RzlK">@usoproject</a></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2011/09/artsedge-ben-burtt-on-the-sounds-of-star-wars/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interview with Matthew Wood</title>
		<link>http://designingsound.org/2011/08/interview-with-matthew-wood/</link>
		<comments>http://designingsound.org/2011/08/interview-with-matthew-wood/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 21:22:28 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[blu-ray]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[lucasfilm]]></category>
		<category><![CDATA[matthew wood]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[restoration]]></category>
		<category><![CDATA[skywalker sound]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=10951</guid>
		<description><![CDATA[Home Theater Forum has interviewed Matthew Wood about his work on the Blu-ray edition of Star Wars. We met with Matthew Wood from Skywalker Sound to find out more about the sound mix and what was done to ready it for Blu-ray.  He started working on the Blu-ray audio back in 2007.  Here are excerpts from &#8230; <a class="btn read-more" href="http://designingsound.org/2011/08/interview-with-matthew-wood/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="size-medium wp-image-10952 alignnone" src="http://designingsound.org/files/2011/08/d4e7b1e2_Matthew_Wood-645x417.jpg" alt="" width="645" height="417" /></p>
<p>Home Theater Forum has interviewed <a href="http://www.imdb.com/name/nm0003214/">Matthew Wood</a> about his work on the Blu-ray edition of Star Wars.</p>
<blockquote><p>We met with Matthew Wood from Skywalker Sound to find out more about the sound mix and what was done to ready it for Blu-ray.  He started working on the Blu-ray audio back in 2007.  Here are excerpts from that presentation.  It was very obvious that he has a lot of passion for these films.  Please note that the questions came from multiple participants, including myself:</p>
<p>I’ve [Matthew Wood] been involved in the restoration and remastering of Episodes IV, V and VI since about 1996 when we started the special editions and all the way through the DVD releases now.  I’ve actually brought all 6 movies that I got the print masters from Skywalker Sound so that we can listen to some scenes today. The cool thing about Blu-ray is the fact that when I play you these masters, it’s effectively as what’s on the disc, it’s the file copy that goes on the disc, we have an uncompressed master on the disc.</p></blockquote>
<p><a href="http://www.hometheaterforum.com/t/314106/lucasfilm-on-star-wars-the-complete-saga-blu-ray-part-ii-matthew-wood"><strong>Continue reading&#8230;</strong></a></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2011/08/interview-with-matthew-wood/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Scott Morton on Combat Audio for &#8220;Star Wars: The Old Republic&#8221;</title>
		<link>http://designingsound.org/2011/05/scott-morton-on-star-wars-the-old-republic/</link>
		<comments>http://designingsound.org/2011/05/scott-morton-on-star-wars-the-old-republic/#comments</comments>
		<pubDate>Tue, 24 May 2011 15:27:15 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[explosions]]></category>
		<category><![CDATA[sci-fi]]></category>
		<category><![CDATA[scott morton]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the old republic]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=10203</guid>
		<description><![CDATA[New article at the official website of &#8220;Star Wars: The Old Republic&#8221;, featuring sound designer Scott Morton. Hi, my name’s Scott Morton, and I’m one of the audio designers who helps create the soundscape for Star Wars™: The Old Republic™. I spend half my time coming up with new sounds for different parts of the &#8230; <a class="btn read-more" href="http://designingsound.org/2011/05/scott-morton-on-star-wars-the-old-republic/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-10204 aligncenter" src="http://designingsound.org/files/2011/05/Picture-1.png" alt="" width="515" height="271" /></p>
<p>New <a href="http://www.swtor.com/news/news-article/20110520">article</a> at the official website of &#8220;Star Wars: The Old Republic&#8221;, featuring sound designer <strong>Scott Morton</strong>.</p>
<blockquote><p>Hi, my name’s Scott Morton, and I’m one of the audio designers who helps create the soundscape for <em>Star Wars</em>™:  The Old Republic™.  I spend half my time coming up with new sounds for  different parts of the game (explosions!), and the other half  conceptualizing technical approaches for getting sound and music playing  in the game engine. The art of sound design can sometimes be a little  mysterious; audio is always a supporting element and tends to be  secondary to visuals in the player’s mind.  Yet audio’s importance in  helping craft the aesthetic feel of a player’s actions and experiences  shouldn’t be underestimated.</p></blockquote>
<p><a href="http://www.swtor.com/news/news-article/20110520"><strong>Continue reading&#8230;</strong></a></p>
<p>Via <a href="https://twitter.com/#!/soundesignblog/status/72995477460758528">@soundesignblog</a></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2011/05/scott-morton-on-star-wars-the-old-republic/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Rodney Gates Special: Coming Full Circle &#8211; Spearheading “Clone Wars Adventures”</title>
		<link>http://designingsound.org/2011/04/rodney-gates-special-coming-full-circle-spearheading-%e2%80%9cclone-wars-adventures%e2%80%9d/</link>
		<comments>http://designingsound.org/2011/04/rodney-gates-special-coming-full-circle-spearheading-%e2%80%9cclone-wars-adventures%e2%80%9d/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 16:47:15 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[specials]]></category>
		<category><![CDATA[clone wars adventures]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[rodney gates]]></category>
		<category><![CDATA[rodney gates special]]></category>
		<category><![CDATA[sci-fi]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=9780</guid>
		<description><![CDATA[[Written by Rodney Gates for Designing Sound] It seems perfectly fitting that with the Star Wars films being such an influence for me as a Sound Designer, when the opportunity came up to become the Lead on “Clone Wars Adventures”, a joint venture between Sony Online Entertainment and Lucasarts, it was hard to resist. Hit &#8230; <a class="btn read-more" href="http://designingsound.org/2011/04/rodney-gates-special-coming-full-circle-spearheading-%e2%80%9cclone-wars-adventures%e2%80%9d/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><em>[Written by <strong>Rodney Gates</strong> for Designing Sound]</em><strong><br />
</strong></p>
<p><strong> </strong></p>
<p>It seems perfectly fitting that with the Star Wars films being such an influence for me as a Sound Designer, when the opportunity came up to become the Lead on “Clone Wars Adventures”, a joint venture between Sony Online Entertainment and Lucasarts, it was hard to resist.</p>
<p><img class="aligncenter size-full wp-image-9781" src="http://designingsound.org/files/2011/04/Clone-Wars-Adventures.jpg" alt="" width="605" height="341" /></p>
<h2>Hit the Ground Running</h2>
<p>When I started on the game, it was just a month away from its official prototype milestone. Yikes! Except for a couple of temp blaster shots playing in a tower defense minigame, the rest of it was completely void of sound. Plenty to do as I was the only one working on it.</p>
<p>I quickly became acquainted with Christopher Denman and Darragh O’Farrell over at Lucasarts, who began providing assets to me. Now, there is a level of excitement associated with this as original, digitized recordings of a lot Ben Burtt’s work came across the FTP. To be able to listen to the raw power window servo recordings that are the basis of R2-D2 &amp; C-3PO’s movement in the films, or some of the lightsaber elements in their raw form was priceless. When I got R2 rolling around in the game, chirping away, that simple moment felt full-circle for me. I just sat back and smiled.</p>
<p>So, with a little bit of luck and some ridiculous temp voiceover, everything made it in by the December 19<sup>th</sup> prototype date – to a resounding success. The team knocked it out of the park!</p>
<p>Now here was the rub. This game had to launch the same week as Season 3’s premiere, which was the following <em>September</em>. Less than a year of development time? I wasn’t sure it could happen. Then again, it was a very different and ultimately <em>simpler</em> game than “Transformers: War For Cybertron”, which only had an 18-month cycle, so I wondered.</p>
<p>The holidays came and went and shortly thereafter things became quite busy…too busy for one person to continue handling. When June rolled around, I became San Diego’s Audio Director, so I immediately changed the way our local team was split up and immediately threw everyone onto the game. The three of us managed to get all of the sound, music editing, and dialog recorded and in for the September deadline, even while my wife and I were busy having our second baby the <em>same week</em>. Talk about pressure!</p>
<p>“Clone Wars Adventures” was one of the best-produced projects SOE has had to date, hitting all of its milestones easily and pleasing everyone at both Sony and Lucasarts. It continues to rise in popularity week after week, keeping in lock-step with the series as it airs.<br />
<span id="more-9780"></span></p>
<h2>In Contrast</h2>
<p>The game was a huge divergence from the kind of game I was used to developing at High Moon. Designed with an aim at a younger, “tween” audience, using a completely different, proprietary game engine developed for Free Realms, a game released the previous year, it consists of a multi-space central hub area where the main purpose is social networking and the launching of a slew of various minigames, most associated with storylines and characters from the show.</p>
<p>Several of these games are 2D Flash-based puzzle minigames, while others are set in fully-3D environments. Each one was a different challenge and required a different approach, but all of them were fun to work on.</p>
<p><img class="aligncenter size-full wp-image-9782" src="http://designingsound.org/files/2011/04/clone-Wars-Adventures-2.jpg" alt="" width="605" height="555" /></p>
<h2>The Answer is “No”</h2>
<p>A common misconception about working in the Star Wars universe is that people think all of the sound work is already <em>done</em>, and all we need to do its drop the sounds into the game.</p>
<p>This is false. While Star Wars projects do receive assets from Lucasarts, and simple things like laser blasts are relatively easy to edit and drop in, you must realize that most of these assets are sounds from the films or the series. Since they are designed originally for <em>that</em> purpose, it is up to our team to get them edited properly and game-ready. How many fly-bys do you hear in the movies and show? A ton! How many steady engine loops are there to use on your Starfighter in the game? Hardly any. Some sounds needed to be completely fabricated based on other, similar source for them to work, and as long as you stay as true to the canon as possible, you’re good.</p>
<p>Often times, we are creating sounds for things that don’t exist in any of the movies <em>or</em> series, or creating sound for parts of something if it isn’t available. We recently added an energy bow weapon item to the game that had all sorts of sound available for it, <em>other</em> than its actual shoot sound. That needed to be created from scratch, based on what the rest of it sounded like.</p>
<p>Keeping in sync with the airing series throughout this past year also meant coordinating the delivery of <em>brand new</em> sounds being created at Skywalker Sound delivered to us through Lucasarts – sometimes a week-length process, as everyone’s quite busy.</p>
<h2>The Actors</h2>
<p>Working with the voice actors who also perform their roles on the show was an excellent experience. These guys and gals know their characters so well, and most of them are totally into Star Wars in general to begin with. All of them excel in <em>nailing</em> the voices of characters that were previously performed by other actors.</p>
<p>With the sessions led by veteran Lucas-affiliated Voice Director Khris Brown of KBA Voice, Darragh O’Farrell and David Collins of Lucasarts, three people whose careers are <em>steeped</em> in the lore, we effortlessly flew through the scripts and received the dialog back in record time. Their infinite knowledge of things like <em>pronunciations</em> for some of the remote locales or lightsaber fighting styles throughout the Star Wars canon were immeasurable; I would have been lost without their help. J</p>
<p>Veteran actor Tom Kane, who voices the central Narrator character that leads you into every episode, as well as Admiral Yularen and Yoda, did something special for us. Towards the end of the project’s development, just before launch, he recorded several voicemail messages for many people on the team in his own spare time, in whichever character voice they wanted. Absolutely priceless!</p>
<p>A character named Lok Durd is in the series, voiced by none other than the legendary George Takei. Hearing him cross over to the Star Wars universe in the show was cool enough in it’s own rite – to have him on my phone’s speaker was quite another! I wish I had the entire session, as there were some hilarious discussions as can only be had with George Takei. J</p>
<p>Dee Bradley Baker is a busy man indeed. He voices all of the Clone characters, and despite the similar New Zealand-accented voice he lends to all of them, they are actually quite different. Commander Cody is a different guy altogether than Captain Rex, or Captain Breaker, or your average Clone Trooper.</p>
<p>James Arnold Taylor covers Obi-Wan in the series and is quite a convincing “Ewan”. He also plays the role of Plo Koon, a very different-sounding Jedi as well. It amazes me to be in on these sessions and hear the actors drop into character and suddenly you have a different person on the other end of the line.</p>
<p>An example of this difference came with Corey Burton. The man, in his regular voice, sounds <em>nothing</em> like Count Dooku, but as soon as he makes the switch, BAM. I swear his voice drops an octave! He also plays Ziro the Hutt, a whiney, southern-drawl Hutt character in the show, who couldn’t be more different.</p>
<h2>Roll the Credits</h2>
<p>“Clone Wars Adventures” continues to do very well and is constantly being updated and maintained, which is something that is unique with companies like Sony Online. Once the games are live, there are teams that continue to work on them and expand them over the years.</p>
<p>An example of this longevity is with “EverQuest”, which just celebrated its 12<sup>th</sup> birthday, and is still going strong!</p>
<p>Maintaining all of these games, with new projects on the horizon, can be a challenging role, which I will tackle in my next article – stay tuned. J</p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2011/04/rodney-gates-special-coming-full-circle-spearheading-%e2%80%9cclone-wars-adventures%e2%80%9d/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Performance</title>
		<link>http://designingsound.org/2011/02/performance/</link>
		<comments>http://designingsound.org/2011/02/performance/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 18:35:59 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[quotes]]></category>
		<category><![CDATA[advice]]></category>
		<category><![CDATA[ben burtt]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the sounds of star wars]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=8217</guid>
		<description><![CDATA[&#8220;Mixing is a performance. You sit down at the console. You&#8217;re alert, and you&#8217;re playing parts in the picture: You&#8217;re a robot, you&#8217;re a door, you&#8217;re a laser gun. And you get into it. You should be breathing hard and sweating when it&#8217;s over with.&#8221; -Ben Burtt]]></description>
			<content:encoded><![CDATA[<blockquote>
<h2>&#8220;Mixing is a performance. You sit down at the console. You&#8217;re alert, and you&#8217;re playing parts in the picture: You&#8217;re a robot, you&#8217;re a door, you&#8217;re a laser gun. And you get into it. You should be breathing hard and sweating when it&#8217;s over with.&#8221;</h2>
</blockquote>
<p style="text-align: right"><strong>-<a href="http://www.chroniclebooks.com/soundsofstarwars/">Ben Burtt</a></strong></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2011/02/performance/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>&#8220;Star Wars: The Force Unleashed II&#8221; &#8211; Exclusive Interview with Brian Tibbetts and Damian Kastbauer</title>
		<link>http://designingsound.org/2011/01/star-wars-the-force-unleashed-ii-exclusive-interview-with-brian-tibbetts-and-damian-kastbauer/</link>
		<comments>http://designingsound.org/2011/01/star-wars-the-force-unleashed-ii-exclusive-interview-with-brian-tibbetts-and-damian-kastbauer/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 21:26:05 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[brian tibbetts]]></category>
		<category><![CDATA[damian kastbauer]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[exclusive]]></category>
		<category><![CDATA[field recording]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[implementation]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[lucasarts]]></category>
		<category><![CDATA[sfx]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the force unleashed ii]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=7898</guid>
		<description><![CDATA[I&#8217;m still playing Star Wars: The Force Unleashed II and you? As usual, LucasArts deliver a really great sounding game, worthy of belonging to the saga. Here is an interview I had with two of the minds behind the sound of this fantastic game: Lead Sound Designer Brian Tibbetts and Technical Sound Designer Damian Kastbauer (Implementation). DS: How &#8230; <a class="btn read-more" href="http://designingsound.org/2011/01/star-wars-the-force-unleashed-ii-exclusive-interview-with-brian-tibbetts-and-damian-kastbauer/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a href="http://designingsound.org/files/2011/01/SWTFU2.jpeg"><img class="size-full wp-image-7901 aligncenter" src="http://designingsound.org/files/2011/01/SWTFU2.jpeg" alt="" width="604" height="451" /></a></p>
<p>I&#8217;m still playing <a href="http://www.lucasarts.com/games/theforceunleashed2">Star Wars: The Force Unleashed II</a> and you? As usual, <strong>LucasArts</strong> deliver a really great sounding game, worthy of belonging to the saga. Here is an interview I had with two of the minds behind the sound of this fantastic game: <strong>Lead Sound Designer Brian Tibbetts</strong> and <strong>Technical Sound Designer Damian Kastbauer</strong> (Implementation).</p>
<p><strong>DS: How did you get involved in “Star Wars: The Force Unleashed II”? How long did it take you to develop the whole sound work of the game? </strong></p>
<p><strong>BRT:</strong> I was hired in 2007 as a Senior Sound Designer for The Force Unleashed and worked under David Collins who was the Lead. As I mostly worked in my auxiliary cubicle during that project in the middle of the development team and producers, I worked closely with every discipline and got a lot of face-time with the team and executives. When TFU2 began manifesting, I was the natural choice for Lead especially as David had been promoted to a supervisory role. TFU2 was a greatly accelerated project and took the same amount of time you would expect from any triple A game.</p>
<p><strong>DS: Can you explain how you collaborated with producers, designers, and other members of the team regarding sound? </strong></p>
<p><strong>BRT:</strong> Collaboration, asset and dependency tracking is always challenging on any project. This is especially true for Audio as we are at the end of a long assembly line of dependencies. Like TFU1, I chose to have my office in the main area of game development and always had an open door policy regarding communication with other disciplines. There were many meetings regarding asset changes and in general communication at Lucasarts is good between disciplines. I’ve always stressed that we should work together as much as possible and there were many moments of myself and sound designers working directly with designers, artists, and producers at their desks or ours. So much of the magic that happens on a game is between people working together, and the spirit of problem solving is pervasive here. Face to face discussions and collaborations are always better than phone calls and emails!</p>
<p><span id="more-7898"></span></p>
<p style="text-align: center"><a href="http://designingsound.org/files/2011/01/SWTFU2_2.png"><img class="size-full wp-image-7902 aligncenter" src="http://designingsound.org/files/2011/01/SWTFU2_2.png" alt="" width="640" height="320" /></a></p>
<p><strong>DS: What were some of the sound challenges in developing the second installment of “The Force Unleashed”? </strong></p>
<p><strong>BRT: </strong>Our greatest challenges regarding this project involved keeping up with the massive amount of iterations due to the accelerated 9 month schedule. There are many different ways to integrate our audio assets including scripting or placing sound emitters directly inside environment art and our work was unfortunately blown out many times. Toward the end of the project, a couple brilliant engineers helped me build an e-mail messaging system that would notify us seconds after any audio reference had been changed or removed. This helped a lot especially as the responsible parties didn’t realize or intend to blow us out and were more than happy to help resolve the situation. By the time this tool was built though, we had already had to re-author/integrate excessively though which is always frustrating. For the next projects, we are investigating the creation of  a more solid layer of abstraction for audio which will make such scenarios highly unlikely or impossible.</p>
<p><a href="http://designingsound.org/files/2011/01/SWTFU2_3.png"><img class="size-full wp-image-7903 alignright" src="http://designingsound.org/files/2011/01/SWTFU2_3.png" alt="" width="220" height="270" /></a></p>
<p><strong>DS: How loyal were you guys regarding the legacy of sounds and classic sonic icons established by the Star Wars franchise? What did you do to stay creative while developing new things without losing the original concepts of Star Wars’ sounds or being too influenced? </strong></p>
<p><strong>BRT:</strong> We’ve discussed this at length within our department over the years with much enthusiasm. In general, we try to make as many new or updated assets as possible, but with certain classic ‘assets’ like a Tie Fighter or Lightsaber, using anything but the classic sounds simply doesn’t work. We’ve experimented though! That being said, Ben Burtt and others at Skysound have created higher resolution modernized versions of the classic sounds for the prequels, Clone Wars and simply for the Skysound archives. We work closely with Skysound and are always open to finding a new version of the classic iconic sounds to add variety and/or increase resolution. But the leads generally encourage the audio team to get as creative as possible and not rely on the classic sound. In regards to making new sounds that maintain congruity, we have a deep understanding of Ben’s tricks and effects and have done a good job of creating new assets with that same feel. But we also like to get crazy and freak out on interactivity, in addition to using Sound Toys, GRM Tools, etc at the content level. That’s always fun!</p>
<p><strong>DS: Did you use sounds from previous Star Wars games? How much new material was needed? </strong></p>
<p><strong>BRT: </strong>Yes, we used many of the sounds from The Force Unleashed I. In general though, all of the character sounds, scripting, boss sounds, and environmental ambiences were brand new for this title. In general it was only physics sounds, movers (like doors and elevators), and some of the force powers that were legacy, although we updated many force powers to be higher resolution and surround-sound. Overall I’d say 70% of the content on this title was brand new and designed my myself, Aaron Brown, Tom Bible, Erik Foreman, David Collins, Julian Kwasneski, and Damian Kastbauer.</p>
<p style="text-align: center"><a href="http://designingsound.org/files/2011/01/SWTFU2_4.png"><img class="size-medium wp-image-7904 aligncenter" src="http://designingsound.org/files/2011/01/SWTFU2_4-645x288.png" alt="" width="645" height="288" /></a></p>
<p><strong>DS: Star Wars games always come with amazing stories. This game is not an exception, especially on the cinematics. Could you talk us about your approach on the sound of these cinematics? </strong></p>
<p><strong>BRT:</strong> The Jedi Master of Cinematics here is David Collins. He loves working on them, did a fantastic job on TFU1, and brings his passion for all things Star Wars to each and every one.  He also was the main voice director for them all and worked closely with us during the Foley tracking at Skysound. So I guess my approach was to ask David nicely if he would rock them out once again, and to do all  that I could to empower him to delve in as deeply as possible. It seems to have paid off as they turned out wonderfully!</p>
<p><strong>DS: How was the work on the weapons and powers? How was your work with the different sizes and performances of the blasters, lightsabers, big spaceships, special powers, etc? </strong></p>
<p><strong>BRT:</strong> Some of the weapons and force-powers were legacy assets from TFU1 or the films, but even so Wwise gave us increased flexibility with regards to how we could further extend the existing content. For the most part, Tom Bible owned the weapons and force powers and Aaron Brown owned the big spaceships and other special events which were usually scripted. I helped out a bit as well as did Erik Foreman but for the most part I simply served in a supervisory role for these sounds and tried my best to drive the vision of the title as conveyed to me by Project Lead Julio Torres. By the end of the title, the larger events and special scripted areas of gameplay had undergone much iteration. We continued to tune it all up until the very end in an attempt to make it all sound as cool as possible.</p>
<p><a href="http://designingsound.org/files/2011/01/SWTFU2_5.png"><img class="alignright size-full wp-image-7905" src="http://designingsound.org/files/2011/01/SWTFU2_5.png" alt="" width="454" height="321" /></a></p>
<p><strong>DS: And what about the big robots and the creatures? Any special approach on the sound of this elements?</strong></p>
<p><strong> BRT: </strong>Tom Bible, character-authoring master had this to say: In general I was trying to hit the extremely high bar that Ben Burtt had set with all his character vocals and imbue them not only with a really unique sound and personality, but also get a great “performance” out of them as well. For the Flame Thrower and Carbonite droids, I went back to the approach I take to creating bass lines in electronic music and applied it to their vocal sounds. I used a Nord Modular Vocoder and Bass Synth and ran various vocal performances through it to create the deep, resonant, metallic sound that’s in the game.</p>
<p><strong>DS: And what about dialogue? How did you deal with this huge amount of voices? Also, could you talk about the processing applied to the different characters? </strong></p>
<p><strong>BRT:</strong> Dealing with the huge amount of voice files in the midst of an accelerated development cycle was challenging. Not only did we have all of the main characters, scripted events,  “In Your Ear Dialogue”, but we created a brand new A.I. Voice system which allowed the NPC’s to have conversations with each other and uniquely react to situations based on a variety of gameplay data. The system turned out great but essentially quintupled the amount of voice files that we needed to record, manage and implement. This A.I. Voice system alone accounted for 15,000 files in English. It was a gigantic amount of work and collaborative effort among numerous disciplines including the A.I. Engineers. Not only did David Collins voice direct most of it (along with LucasArts Audio Director Darragh O’Farrell) but he helped compose the scripts for each character type as well. Editing, Mastering and Processing all of this was a monumental effort involving both our internal team and external contractors. As for specific Sound Design-y processing, we typically treat intelligible spoken words (in English or FIGS) as “Dialogue” while we treat all other sounds coming from a “mouth” as “Sound Effects”. We have standard tricks for such things as Stromtrooper processing, but unique sounds from droids are always unique utilizing whatever weird sound design techniques the sound designer chooses.</p>
<p><strong>DS: What’s new in terms of implementation system/methods? What were the new challenges in the second title of the game?</strong></p>
<p><strong> Damian Kastbauer: </strong>For the first Force Unleashed there was a perfect storm of technology including multiple physics simulations, behavioral animation, and new game and audio engine&#8217;s tooled for cross platform development. Getting all of the systems to talk to each other was the greatest challenge, moving forward into TFU2 it became more about building upon and keeping pace with the dramatic amount of detail that would be added to make gameplay more fluid and the player experience payoff with sound. So, the challenge implementation wise was to move the quality and satisfaction of the interactivity forward while smoothing out the authoring pipeline to allow for rapid iteration towards greater quality. Some of the biggest successes came in the form of: visual scripting tools which helped wire sound for custom scenarios, an interactive state-based mix system, soundbank management which literally allowed us to cram 20-30% more sound into each level, in addition to the use of the Wwise audio middleware tools and functionality. The team of audio engineers led by Neil Wakefield really enabled the design side to dream big. Their support and unfailing commitment to great sound was one of the single greatest assets during development, which led to a very detailed representation of sound in the Star Wars universe.</p>
<p><strong>DS: Could you explain us what kind of tools did you use for implementation and your experience working with them? What about the physics system? Interactive mixing?</strong></p>
<p><strong> Damian Kastbauer: </strong>LucasArts moved from an internally developed audio engine for TFU1 to Audiokinetics Wwise for audio on TFU2. The value of having the Wwise toolset from the beginning vs. the simultaneous development of a proprietary toolset on TFU1 was immediately apparent in the speed at which sound was up and running and in game. When you&#8217;re working with great content made by the sound designers, the best you can hope for is to have the sounds play back appropriately in order to sell the moment and allow the intention of the sound designer to show through. With that in mind, working within the audio tools becomes an artistic pursuit to unlock the potential of every wav file in the game; whether that means setting appropriate pitch randomization properties or developing a switching sytem that will allow you to convey the differences in a given physics impact or explosion. The Wwise toolset was consistently up for the task at hand, and frequently presented more than one way to solve the various playback problems that spring up. Aaron Brown worked extensively with the mixing functionality of Wwise, and established the network of busses and ducking rules that governed the eventual playback of sound in the game. While everyone took their turn contributing to the mix, having one person responsible for managing the mixer at the end of the project really helped everything coalesce when it was time to ship.</p>
<p style="text-align: center"><a href="http://designingsound.org/files/2011/01/SWTFU2_6.png"><img class="size-full wp-image-7906  aligncenter" src="http://designingsound.org/files/2011/01/SWTFU2_6.png" alt="" width="520" height="447" /></a></p>
<p><strong>DS: What are your favorite tools to work with when designing sounds in the studio/field? </strong></p>
<p><strong>BRT: </strong>Though we all have different preferences and toys, I personally adore the Sound Toys suite of plug-ins as well as GRM tools.  Of course, we all use Serato’s Pitch-n-Time, Altiverb,  and many of the Wave’s plug-ins often, but my favorite plug-in is probably GRM’s RESON. I created most of the hologram and forcefield sounds on TFU2 using this badboy. As for DAW’s, we all use Pro Tools HD on Mac’s.</p>
<p><strong>DS: Was there any unique or unusual field source utilized for this title? </strong></p>
<p><strong>BRT:</strong> Actually, yes! I’ve lived on an organic dairy farm for a few years now up in Marin and there are all sorts of amazing sounds happening all the time which means I will run outside with my Zoom H2 at all hours of the day/night. Right next to our house is the special pen for the sick cows. There was one that was particularly vocal one night during TFU2 that we ended up using her screams as one of the layers of the Gorog boss. And for this same creature, we recorded some really huge and heavy chains up at Skysound which were the same chains used in the classic film “A Christmas Carol”. Our Skysound contractor Erik Foreman and I randomly saw them in a recording booth and *had* to track them. Super heavy and my back hurt for a few days!</p>
<p><strong>DS: Finally, I’d like to know more about your work as a sound team at Lucasarts? For instance, how you typically work and collaborate together? </strong></p>
<p><strong>BRT:</strong> We are all good friends here at Lucasarts and share a deep passion for audio. We are constantly striving to learn as much as possible about the sounds, tips and tricks regarding the Star Wars world but are also huge geeks about sound, gaming, film, and perception in general. One of our department heroes is Walter Murch whom we had an opportunity to meet recently. It was fascinating and we discussed it at length afterwards. We eat lunch together,  have a weekly meeting to discuss current projects and also hang out offsite from time to time. It’s a great experience to be surrounded by like minds of such great talent. We collaborate together often on trailers, cinematics, Foley sessions  and also try to get out into the field together as much as possible to gather new source. And of course, we try to get out to Skysound whenever possible to hang with our friends up there and drool. It’s a wonderful team and has been a deeply inspirational experience to be a part of it. :D</p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2011/01/star-wars-the-force-unleashed-ii-exclusive-interview-with-brian-tibbetts-and-damian-kastbauer/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>&#8220;The Sounds of Star Wars&#8221; &#8211; Interview with Ben Burtt and J.W Rinzler</title>
		<link>http://designingsound.org/2010/12/the-sounds-of-star-wars-interview-with-ben-burtt-and-j-w-rinzler/</link>
		<comments>http://designingsound.org/2010/12/the-sounds-of-star-wars-interview-with-ben-burtt-and-j-w-rinzler/#comments</comments>
		<pubDate>Mon, 13 Dec 2010 19:16:53 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[interviews]]></category>
		<category><![CDATA[ben burtt]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[j w rinzler]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the sounds of star wars]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=7501</guid>
		<description><![CDATA[NPR has published an interview with Ben Burtt and J.W Rinzler, discussing several things about &#8220;The Sounds of Star Wars&#8221; book. It takes only a few seconds of sound — a spaceship launching, the familiar clash of lightsabers — to know that you are positively not in Kansas anymore. These are the sounds of Star &#8230; <a class="btn read-more" href="http://designingsound.org/2010/12/the-sounds-of-star-wars-interview-with-ben-burtt-and-j-w-rinzler/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_7503" class="wp-caption aligncenter" style="width: 634px"><a href="http://designingsound.org/files/2010/12/Star_Wars_NPR.jpeg"><img class="size-full wp-image-7503 " src="http://designingsound.org/files/2010/12/Star_Wars_NPR.jpeg" alt="" width="624" height="351" /></a><p class="wp-caption-text">Courtesy of Lucasfilm</p></div>
<p><a href="http://www.npr.org">NPR</a> has published an <a href="http://www.npr.org/2010/12/12/131968222/-the-sounds-of-star-wars-now-at-fans-fingertips">interview</a> with <strong>Ben Burtt</strong> and <strong>J.W Rinzler</strong>, discussing several things about &#8220;<a href="http://designingsound.org/tag/the-sounds-of-star-wars/">The Sounds of Star Wars</a>&#8221; book.</p>
<blockquote><p>It takes only a few seconds of sound — a spaceship launching, the familiar clash of lightsabers — to know that you are positively not in Kansas anymore. These are the sounds of Star Wars — from a long time ago, in a galaxy far, far away, three-dimensional in a way that envelops you and that has changed the way movie soundtracks get assembled.</p>
<p>Now the most celebrated of these sounds have been collected for a new book-and-audio collection, The Sounds of Star Wars, written by J.W. Rinzler and including a foreword by the architect of that audioscape himself: renowned sound designer Ben Burtt.</p></blockquote>
<p><strong><a href="http://www.npr.org/2010/12/12/131968222/-the-sounds-of-star-wars-now-at-fans-fingertips">Continue reading&#8230;</a></strong></p>
<p>Via <a href="http://groups.yahoo.com/group/sound_design/message/24604">Sound Design Yahoo Group</a></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2010/12/the-sounds-of-star-wars-interview-with-ben-burtt-and-j-w-rinzler/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>&#8220;The Sound Behind The Image&#8221; Lecture by Ben Burtt at AES 2010</title>
		<link>http://designingsound.org/2010/10/the-sound-behind-the-image-lecture-by-ben-burtt-at-aes-2010/</link>
		<comments>http://designingsound.org/2010/10/the-sound-behind-the-image-lecture-by-ben-burtt-at-aes-2010/#comments</comments>
		<pubDate>Mon, 18 Oct 2010 19:48:20 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA[aes]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[ben burtt]]></category>
		<category><![CDATA[convention]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[lecture]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the sound behind the image]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=6871</guid>
		<description><![CDATA[Ben Burtt will give a lecture called &#8220;The Sound Behind The Image&#8221; at the 129th AES Convention. Much has been documented about the technical history of motion picture sound. We know a lot about the story of microphones, loudspeakers, and optical, magnetic, or digital recording processes. Very little has been said about the aesthetic history: &#8230; <a class="btn read-more" href="http://designingsound.org/2010/10/the-sound-behind-the-image-lecture-by-ben-burtt-at-aes-2010/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><a rel="attachment wp-att-6874" href="http://designingsound.org/2010/10/the-sound-behind-the-image-lecture-by-ben-burtt-at-aes-2010/aes_2010/"><img class="size-full wp-image-6874 aligncenter" src="http://designingsound.org/files/2010/10/AES_2010.jpeg" alt="" width="570" height="244" /></a></p>
<p><strong>Ben Burtt</strong> will give a lecture called &#8220;<a href="http://www.aes.org/events/129/specialevents/?ID=2419">The Sound Behind The Image</a>&#8221; at the <strong>129th AES Convention</strong>.</p>
<blockquote><p>Much has been documented about the technical history of motion picture sound. We know a lot about the story of microphones, loudspeakers, and optical, magnetic, or digital recording processes. Very little has been said about the aesthetic history: Why do sound people do what we do? What have been the creative achievements? The great ideas? How has sound been used to enhance the image and give vast dramatic power to the feature film?</p>
<p>“The Sound Behind The Image” will walk us through cinema history from the silent film to 1977 when Burtt designed sounds for Star Wars. He will talk more about the ART of film sound than the SCIENCE. He will pinpoint and show the moments in American film history that inspired and allowed him to learn his craft in sound design. Burtt believes a Language of Sound developed in the classic era that is still the basis for all our creative sound work today. Let us study, learn, speak, and enjoy that language together.</p></blockquote>
<p>For more information about this lecture and the rest of the activities of the event, please visit the official <a href="http://www.aes.org/events/129/specialevents/?ID=2419">AES website</a>.</p>
<p>Via <a href="http://twitter.com/#!/RandyCoppinger/statuses/27762040018">@RandyCoppinger</a></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2010/10/the-sound-behind-the-image-lecture-by-ben-burtt-at-aes-2010/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>David Collins on The Sound of &#8220;Star Wars: The Force Unleashed II&#8221;</title>
		<link>http://designingsound.org/2010/10/david-collins-on-the-sound-of-star-wars-the-force-unleashed-ii/</link>
		<comments>http://designingsound.org/2010/10/david-collins-on-the-sound-of-star-wars-the-force-unleashed-ii/#comments</comments>
		<pubDate>Wed, 13 Oct 2010 16:26:44 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[cinematic]]></category>
		<category><![CDATA[darth vader]]></category>
		<category><![CDATA[david collins]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[lucasarts]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the force unleashed ii]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[voice acting]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=6786</guid>
		<description><![CDATA[Bluntmation has published a great video featuring Audio Lead David Collins talking about several aspects of the sound of a cinematic scene of the &#8220;Star Wars: The Force Unleashed II&#8221; game. Also, David directs a pretty cool voice over session, where he makes Nate Burr (Bluntmation blogger) to sound like Darth Vader. So fun. Behind &#8230; <a class="btn read-more" href="http://designingsound.org/2010/10/david-collins-on-the-sound-of-star-wars-the-force-unleashed-ii/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/2010/10/david-collins-on-the-sound-of-star-wars-the-force-unleashed-ii/"><em>Click here to view the embedded video.</em></a></p>
<p>Bluntmation has published a <a href="http://bluntmation.com/index.php/2010/10/12/darth-vader-voice-acting-star-wars-sound-design-in-force-unleashed-ii-forcetober-episode-5/">great video</a> featuring Audio Lead <strong>David Collins</strong> talking about several aspects of the sound of a cinematic scene of the &#8220;Star Wars: The Force Unleashed II&#8221; game. Also, David directs a pretty cool voice over session, where he makes Nate Burr (Bluntmation blogger) to sound like <strong>Darth Vader</strong>. So fun.</p>
<blockquote><p>Behind the scenes of Sound design for Star Wars The Force Unleashed 2, In episode 5 of Blunty’s Force’Tober, Blunty3000 is In the lucasArts recording studios with David Collins Audio Lead and voice of Proxy, as he takes us through audio design for video games, and even tries his hand at some Darth Vader Voice acting himself!</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2010/10/david-collins-on-the-sound-of-star-wars-the-force-unleashed-ii/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Wired Magazine: Ben Burtt Talks &#8220;The Sounds of Star Wars&#8221; Book</title>
		<link>http://designingsound.org/2010/09/wired-magazine-ben-burtt-talks-the-sounds-of-star-wars-book/</link>
		<comments>http://designingsound.org/2010/09/wired-magazine-ben-burtt-talks-the-sounds-of-star-wars-book/#comments</comments>
		<pubDate>Wed, 08 Sep 2010 21:25:02 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[news]]></category>
		<category><![CDATA[videos]]></category>
		<category><![CDATA[ben burtt]]></category>
		<category><![CDATA[david acord]]></category>
		<category><![CDATA[field recording]]></category>
		<category><![CDATA[j w rinzler]]></category>
		<category><![CDATA[matthew wood]]></category>
		<category><![CDATA[randy thom]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[star wars]]></category>
		<category><![CDATA[the sounds of star wars]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[wired]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=6201</guid>
		<description><![CDATA[Wired has published an exclusive video featuring Ben Burtt, Randy Thom and the guys behind the sound of &#8220;Star Wars: Clone Wars&#8221; (Matthew Wood and David Acord)  talking about the recently announced &#8220;The Sounds of Star Wars&#8221; book from J.W Rinzler and the legacy of the Star Wars sounds. There are also several video footage of &#8230; <a class="btn read-more" href="http://designingsound.org/2010/09/wired-magazine-ben-burtt-talks-the-sounds-of-star-wars-book/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><strong> </strong></p>
<p style="text-align: center"><a rel="attachment wp-att-6205" href="http://designingsound.org/2010/09/wired-magazine-ben-burtt-talks-the-sounds-of-star-wars-book/tsos/"><img class="size-full wp-image-6205 aligncenter" src="http://designingsound.org/files/2010/09/TSOS.png" alt="" width="509" height="268" /></a></p>
<p><strong>Wired</strong> has published an <a href="http://www.wired.com/underwire/2010/09/sounds-of-star-wars/">exclusive video</a> featuring <strong>Ben Burtt</strong>, <strong>Randy Thom</strong> and the guys behind the sound of &#8220;Star Wars: Clone Wars&#8221; (<strong>Matthew Wood</strong> and <strong>David Acord</strong>)  talking about the <a href="http://designingsound.org/2010/08/sounds-of-star-wars-new-book-written-by-ben-burtt-and-j-w-rinzler/">recently announced</a> &#8220;The Sounds of Star Wars&#8221; book from J.W Rinzler and the legacy of the Star Wars sounds. There are also several video footage of the <strong>original recording sessions</strong> that Ben and Randy had in those days (Pretty nice to se those tapes rolling, huh?).</p>
<p>We have some issues with the video embed codes, but you can see the video <a href="http://www.wired.com/underwire/2010/09/sounds-of-star-wars/"><strong>here</strong></a>.</p>
<p>By the way, I received my copy of the book some days ago, and its really fascinating!! It&#8217;s a must-have for any on this sound design and recording world. You&#8217;ll find tons of amazing stories from Ben Burtt, lots of pictures and beautiful graphic content, and 256 fantastic sounds. The quality of the speaker is ok, but it has an external 1/8&#8243; connection, so you&#8217;ll hear the sounds pretty well.</p>
<p><strong><a href="http://www.chroniclebooks.com/soundsofstarwars/">The Sounds of Star Wars</a></strong></p>
]]></content:encoded>
			<wfw:commentRss>http://designingsound.org/2010/09/wired-magazine-ben-burtt-talks-the-sounds-of-star-wars-book/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
	</channel>
</rss>

