Steinberg will preview Nuendo 7 at the Game Developers Conference in San Francisco next week, and have announced a new feature, Game Audio Connect, that will provide instant and seamless connection to Audiokinetic’s Wwise middleware platform.
It will allow mixdowns to be exported to Wwise from Nuendo via a simple drag-and-drop operation, and it will also be possible to open the Nuendo project that corresponds to an exported section, directly from Wwise.
With this article I really wanted to find out about the nuts and bots of vehicle engine sound design and implementation. So I contacted a few people and got some great responses and a fascinating insight into the process. My thanks to Stephen Baysted, Audio Director and Composer at Slightly Mad Studios, Greg Hill, Sound Designer at Soundwave Concepts, Adam Boyd, Sound Designer and John Twigg, Software Engineer at Crankcase Audio and Nick Wiswell, Audio Creative Director at Turn 10 Studios.
Many thanks to Brad Dyck for contributing this interview. You can follow Brad on Twitter @Brad_Dyck
It was my pleasure to speak with Rob Blake, Audio Director best known for his work on the Mass Effect trilogy. Plants vs Zombies: Garden Warfare is available now for PC and will be available for PS3/PS4 on August 19th.
BD: What originally made you move away from the UK to come over to Canada?
RB: Actually, before I came to Canada I was working at a small start-up in Spain (Tragnarion Studios). It was a really fascinating place to work because they were really passionate gamers who just wanted to make something they wanted to play themselves.
After I’d been with them for nearly a year I got offered the lead position on Mass Effect. I just finished the project I was working on in Spain so the timing worked out well. It was a dream job for me at the time – I’d been an Audio Lead before in the UK but working on something like Mass Effect was very special.
Following fast on the news that FMOD will be free to independent game developers, now Audiokinetic have announced that the Wwise audio engine is also changing its licensing format in support of indies. The cross-platform sound engine will be free to users with up to 200 sound assets in their Wwise projects.
Audiokinetic Press Release
The game Limbo was originally released in 2010, and quickly garnered much critical acclaim for its combination of fluid gameplay, beautiful art style, and evocative sound design. The 2011 DS interview with Sound Designer Martin Stig Andersen gives great insight into the creative decisions he made to bring the game’s world to life.
Now over three years later, Audiokinetic – the makers of Wwise – have announced they will be holding a “Limbo Redux” contest. This is your chance to step into Andersen’s shoes and craft your own vision for the game’s sound design… and win some great prizes to boot!
The contest runs from now through January 14, 2014, and will award one ‘Best in Show’ winner, as well as two runners-up. The winners will be announced at the Game Developers Conference in San Francisco, and on Audiokinetic’s website on January 17th, 2014. For details about the contest, prizes, and entry rules, please check the Audiokinetic website.