• Home
  • About
  • Site Policies
  • Contact

Designing Sound

Art and technique of sound design

  • All Posts
  • Featured
  • News
  • Interviews
  • Reviews
  • Tutorials
  • Resources
    • VR Audio Resources
    • Independent SFX Libraries
    • Events Calendar
  • Series Archives
    • Featured Topics
    • Featured Sound Designers
    • Audio Implementation Greats
    • Exclusive Interviews
    • Behind the Art
    • Webinar/Discussion Group Recordings
    • Sunday Sound Thought
    • The Sound Design Challenge

Stefan Strandberg on the Sound of "Battlefield: Bad Company 2"

June 14, 2010 by Miguel Isaza

Stefan Strandberg, who we interviewed recently talking about the sound of “Battlefield: Bad Company 2“, has been invited by Develop Magazine to talk about the sound of the game. Let’s read:

“As with any sequel, we dug deeper, expanding diversity and asset quality. The game plays better – both single and multi-player – and a game that plays better, sounds better. We’ve gotten out of the audio rooms and worked with other disciplines more collaboratively. For example, if you want to make something louder, sometimes pushing up the volume slider isn’t enough. So we went to the FX artists and said, ‘look, the explosions won’t feel dangerous if we don’t shake the camera,’ and in an unusual development, we audio guys ended up controlling the camera shake so we could ensure perfect synchronisation. In fact, not only do we trigger and control the shaking x, y and z parameters from the audio engine, we also trigger rumbling of the joypad. It’s all done subtly but it makes the explosions seem louder – it’s like we’ve got more dimensions to work in.”

Continue Reading…

Via: @lostlab

Filed Under: featured Tagged With: bad company 2, battlefield, develop, game audio, sound design, stefan strandberg, video games

Comments

  1. Bill Williamson says

    June 14, 2010 at 10:02 pm

    “I was a little tired of the super-noisy soundscape, so coming to this project we reset our ears and started listening afresh to BC1, recording the outputs and conducting some analysis. This process led to the realisation that there was much more dynamic range to use in the lower regions resulting in the team adding significant amounts of bass ””

    Gimme a break. Analysis had to tell you that you need more bass? Use your ears, not scientific graphs.

  2. Julius Selbach says

    June 15, 2010 at 5:15 am

    Did he not mention resetting his ears?

Posts By Month

Copyright Info

All content on Designing Sound is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Copyright © 2025 · Magazine Pro Theme on Genesis Framework · WordPress · Log in