The team at ArenaNet has posted up a document chronicling their latest field (recording) trip to an inactive nuclear power plant. The five members of our team met at 5 a.m. to make the 2+ hour drive down to Satsop, Washington, an area about 30 miles west of the state capital Olympia. We arranged to spend the entire day recording sounds at the Satsop Business Park, the site of … [Read more...]
Game Audio Podcast #11 & #12 – Procedural/ Bastion
The time is slipping, the clock is ticking, got crust in my ears cuz' the wax is dripping....wait, what? Meant as a witty sound-related rhyme, with the most crucial aspect being the passage of time, the previous sentence has everything to do with the latest Game Audio Podcast. It's often said that one can "make time" for anything of importance, but I still haven't found the … [Read more...]
Game Audio Podcast #10 – Reference & Mix Level Standards
Reference & Mix Levels across different media can vary wildly. Even within a subset of media such as film or television it can be hard to get consensus amongst professionals regarding standardization, not to mention the education of such standards. If you celebrated Dynamic Range Day this past march, you know that there are many ways to think about and approach mixing … [Read more...]
“Limbo” – Exclusive Interview with Martin Stig Andersen
It takes a strong game to weave so seamlessly the combination of art contained within. Limbo was a game that so totally embodied itself that it found its way atop most “Best of...” lists the year of it's release on XBLA. With the game properly ported and recently released on PC and PSN, DesigningSound.org took some time to catch up with Martin Stig Andersen. When I saw Martin … [Read more...]
Game Audio Relevance – A New Resource for Game Audio Related Information
As a project of the IASIG, with the help of a team of volunteers, on the behalf of the Game Audio community, I'd like to introduce a new game audio related knowledge base: http://gameaudiorelevance.iasig.org Game Audio Relevance is all about providing game audio relevant links, articles, and videos in a curated and searchable means. While there are many other sources for game … [Read more...]
Budget Implications in Game Audio Production
Former DesigningSound.org featured sound designer of the month Rob Bridgett has posted up a healthy summary of considerations faced by game audio professionals during a typical development. Issues of planning, budget, and resource management are discussed at length towards providing solutions to some of the common pitfalls inherent in managing large teams of creative … [Read more...]
Track Time Audio: Interview with Mike Caviezel
In what continues to be a comprehensive resource for racing sounds and simulation technology, Track Time Audio has once again caught up with one of the greats involved with vehicle sounds and implementation to discuss Forza Motorsports. In an interview with Microsoft Game Studio's Audio Production Manger Mike Caviezel, who has lent a hand to Forza series creator Turn 10 since … [Read more...]