Comments on: The Calm and the Chaos: Creating the Sound for ‘Dishonored 2’ https://designingsound.org/2017/02/22/dishonored-2-interview/ Art and technique of sound design Tue, 13 Nov 2018 08:55:07 +0000 hourly 1 https://wordpress.org/?v=6.2.8 By: doofies https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-593372 Tue, 13 Nov 2018 08:55:07 +0000 https://designingsound.org/?p=37165#comment-593372 Funny, I was just looking up how to turn the volume down on the background ambience since I often find “soundtracks”, even if abstract, distracting since life ambience is much more subtle.

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By: Digital Blog https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-540552 Fri, 11 Aug 2017 15:05:09 +0000 https://designingsound.org/?p=37165#comment-540552 Dishonored Is An Immersive

[…] you must give the feeling that everything is arriving step by step. First, the d […]

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By: Action Blog https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-537383 Thu, 22 Jun 2017 15:52:42 +0000 https://designingsound.org/?p=37165#comment-537383 Dishonored Is An Immersive

[…] vy wind forces deep creaks from the metal and wood, rain and dirt impact the wal […]

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By: Action Blog https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-536397 Wed, 14 Jun 2017 14:34:12 +0000 https://designingsound.org/?p=37165#comment-536397 Dishonored Is An Immersive

[…] and the wind turbines. Third, a heavy wind forces deep creaks from the metal an […]

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By: Faizan liaquat https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-533110 Tue, 09 May 2017 13:28:45 +0000 https://designingsound.org/?p=37165#comment-533110 Is the dishonored 2 game and dishonored 1 game is same?

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By: Shaun Farley https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-527248 Mon, 20 Mar 2017 03:49:50 +0000 https://designingsound.org/?p=37165#comment-527248 Thanks for your comments, folks. While we’d love to have more multimedia content, that’s (most of the time) very difficult for our editors and contributors to work out. No one is paid for this work here. Everyone who does work on the site is a working industry professional; contributing in their very limited spare time. The people they coordinate with for content are rarely nearby. In this case, there are whole continents/oceans between…and an entirely different language. It can be hard enough just getting permission from peoples’ corporate overlords to approve this level of participation, let alone add in media content or on camera appearances. So there are, unfortunately, limits to what our “staff” can do. In the end, we want to make sure information like this gets out however possible.

Thanks for understanding!

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By: Marek SiekierzyƄski https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-526791 Sat, 18 Mar 2017 20:38:24 +0000 https://designingsound.org/?p=37165#comment-526791 Thanks for the interesting discussion but I agree with “michael says”
So I agree that the verbal descriptions could be illustrated by concrete illustrations of sound described in backing …. Mark S

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By: michael https://designingsound.org/2017/02/22/dishonored-2-interview/#comment-520860 Tue, 28 Feb 2017 18:54:44 +0000 https://designingsound.org/?p=37165#comment-520860 awesome, i would have rather this in a video form with the words spoken tho… and all the audio being played with the examples makes sense to me…

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