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.
Interview with Bay Area Sound Team
Julian Kwasneski, Jared Emerson-Johnson, and Damian Kastbauer, the guys at Bay Area Sound had a nice interview at MOJO, talking about his work on the company, the previous titles they worked on, and more. If you’ve played any game listed in the Mojo database, there’s a good chance that you’re familiar ... read more.
Recording Cars for “Forza Motorsport 3″
Check this interesting article at Jalopnik featuring the car recording sessions for "Forza Motorsport 3". In a way, it's best to think of driving sims as being like the movies, where huge amounts of lighting and makeup are required in order to make people look exactly like they do in real ... read more.
Planning for Feedback in Video Game Audio Production
Rob Bridgett has published a new and interesting article on Gamasutra. Let's read: [Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio projects.] There are a great many reasons why gathering critical input from ... read more.
The Sound of “BioShock 2″
Check this nice video featuring Audio Lead Michael Kamper talking about the sound of BioShock 2, one he best games I've played this year. I recommend to watch the rest of "Art of the Game" parts. Really cool stuff there! Soon I'll be posting more info about the sound design of ... read more.
Games Meet Films: What the Two Industries Can Learn From Each Other
Here is an interesting video from an event called "Games Meet Films" with a panel discussion and Q&A at Pienwood Studios on 16th February and hosted by Dennis Weinreich (MD of Film and TV Post Production at Pinewood Studios Group). They talk about the audio production process on games and films ... read more.
The Sound of “God Of War III” and “Game Audio Basics” on March Issue of Mix Magazine
The March issue of the Mix Magazine (Digital Edition) is now available with some goodies, including an article about the sound of God of War III with comments of senior manager Gene Semel, sound design manager Philip Kovats lead sound designer Paul M. Fox and sound designer Steve Johnson. It’s been ... read more.
Charles Deenen Special: Experienced Sound
The following article is an excerpt from “The future of sound design” lectures done during GDC, VFS and DFF between the periods of 2006-2007 by Charles Deenen. Rewritten for “DesigningSound.org”. The Future of Sound Design in Video Games, Part 2 Every day in our life, sounds occur. Our brain thinks about virtually ... read more.
Audio Implementation Greats #3: Crackdown – Realtime Worlds
One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it's omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively ... read more.
Charles Deenen Special: The Future of Sound Design in Video Games [Part 1]
THE FUTURE OF SOUND DESIGN IN VIDEO GAMES, Part 1 The following article contains excerpts from the “Future of Sound Design” lectures at GDC, VFS and Dutch Film Festival originally presented in 2006. Please note that certain expressions are personal opinions, and cannot be read as “fact”. In our endless passion ... read more.






