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Interview with Michael Bross

May 7, 2012 by Michael Taylor

Michael Bross is an award winning composer, sound designer and audio director who has worked on such popular video game franchises as Oddworld, Ratchet and Clank and WWE Wrestling, and he is currently working on free-to-play FPS MMO  'Firefall'. Through my own work on Oddworld HD remakes, I has the chance to chat with Michael, who was kind enough to answer a few questions for … [Read more...]

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 … [Read more...]

Game Audio Podcast #17 – Post GDC Wrap Up 2012

April 29, 2012 by Michael Taylor

The latest edition of the Game Audio Podcast is out, wrapping up a variety of subjects from GDC 2012 with special guest, Michael Raphael of boutique,royalty-free sound library provider Rabbit Ears Audio. Our  hosts also discuss the GANG awards, FMOD Studio, and newly emerging procedural plug-in formats for audio middleware, such as AudioGaming's AudioWeather. You can check out … [Read more...]

Interview with Nick Wiswell, Audio director of Turn 10 Part 2

April 17, 2012 by Michael Taylor

David Nichols, of the Track Time Audio blog, has posted a second part of his interview with Nick Wiswell, the Audio Director at Turn 10 and audio overseer of the Forza Motorsport games. In this part, Nick discusses how his team used FMOD to implement the audio, how they sourced rarer vehicles, the complexity of Racing audio, and working with Lance Hayes on the UI sounds and … [Read more...]

Creating the sound for LA Noire

April 10, 2012 by Michael Taylor

Kpow, the folks behind the audio design of 2011 hit LA Noire, have published an insightful analysis of the audio systems created in FMOD Designer and used in the game, illustrated by picture maps. The post also discusses how the team pursued the 1940's aesthetic, and the care and attention used to construct the in-game  reverb definitions. The whole article can be viewed here … [Read more...]

GDC 2012 Audio Keynote & Track Slides Available Online

April 7, 2012 by Michael Taylor

GDC Vault has published the presentation materials from GDC 2012 online for free. There is a great wealth of information from a wide section of the game audio community, starting with Darren Korb's excellent keynote speech on his experience of creating the audio for Bastion in a New York closet. Thanks to Kenneth Young for tipping via the #gameaudio hashtag on Twitter! All … [Read more...]

Exclusive Interview: Jeramiah Ross AKA Module Part 2

April 5, 2012 by Michael Taylor

In this second part of Damian Kastbauer's exclusive interview with New Zealand based music producer and audio designer Jeramiah Ross / Module , they discuss how important the team dynamic is for development studios, working with coders and space-rock opera. You can read up on Part One of this gargantuan interview here and check out his latest album release Imagineering here I … [Read more...]

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