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Racing Game Sound Study

May 1, 2012 by Michael Taylor

A collection of blog posts, and a special edition of the Game Audio Podcast, have been coordinated by Damian Kastbauer and David Nichols on the dense subject of racing game audio. The remarkably in-depth studies (which feature video examples) rip apart audio techniques for the racing genre, investigating subjects such as tire squeals, surface types, camera perspectives, and of course, the sounds of the engines themselves.

From the Lost Chocolate Blog;

These informal game sound studies aim to expose the technical side of game audio by making an assessment of current generation titles. The assessment is then used as a way to better understand the differences in approach, aesthetics, and progression of techniques across a small sample. By turning the focus onto emerging details that arise during the course of the study we are able to identify area’s of significance and interest that help communicate the current state of the art. These finding are then represented in a content-rich report that includes: videos, article links, and specialized interviews. The goal is to help raise awareness for the technical side of sound design and help in the understanding of what is often not very well represented in current literature.

 

Check out the study in all it’s glory at the following links:

Vroom Vroom – A Study of Sound in Racing Games ( Introductory article in Game Developer Magazine )

TrackTime Audio blog – Racing Game Sound Study

Lost Chocolate Blog – Racing Game Sound Study

Game Audio Podcast – Racing Game Sound Study (with guests Mike Caviezel, Mike de Belle and Tim Bartlett)

 

Filed Under: featured Tagged With: cars, damian kastbauer, david nichols, engines, game audio, game audio podcast, implementation, investigation, Mike Caviezel, Mike DeBelle, racing, sfx, sound, sound design, sound editing, sound study, techniques, Tim Bartlett, tools, vehicles, video games

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