Some years ago, MPEG published a very interesting article of Charles Maynes talking about his approach on the use of the worldizing technique: For some of us in sound and music circles, “worldizing” has long held a special sense of the exotic. Worldizing is the act of playing back a recording in a real-world environment, allowing the sound to react to that environment, and then … [Read more...]
Charles Maynes Special: Sound for Sci-Fi/Superhero Films [Part 2] – “S. Darko” and “Mystery Men”
The tales of inept wannabe super heroes and a mysterious girl named Samantha Darko. Wow what a different set of films- but they landed in the brief for this little travelogue, so sit back and enjoy a scenic and hopefully entertaining trip. Mystery Men, a big screen rendition of the Dark Horse Comic book of the same name- Delightfully insane with a comic all-star cast … [Read more...]
Getting Game Audio Right: The Big Picture, By Rob Bridgett
Rob Bridgett has published a very interesting article on Gamasutra called "Getting Game Audio Right: The Big Picture". Let's read! This feature takes a brief look at how to tie audio production dates into the overall delivery schedule of a large-scale video game -- including the key dependencies you should be fully aware of. During production, it is often the case for each … [Read more...]
DIY Guide to Create Custom Cables for Field Recording
Nick Meade has published a very detailed tutorial on his blog about creating custom cables for a microphone setup that he uses for MS stereo recording. Of course the tutorial works for any cable and any job. One of the lessons I have learned in my career is that good gear is hard to find. Great purchases always require a decent amount of research and even then you may not … [Read more...]
Charles Maynes Special: Sound for Sci-Fi/Superhero Films [Part 1] – "Spider-Man" and "Fantastic Four"
The films Spider-Man and Fantastic Four were tour-de-forces of creativity, both visually and sonically. The superhero franchise is really one of the venues for sound design that can be both fun and challenging due to the character flaws and traits of the protagonist, and the usually insanely busy nature of the story and how it takes the heros from the relatively typical, to the … [Read more...]
Stefan Strandberg on the Sound of "Battlefield: Bad Company 2"
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 … [Read more...]
Exotic
"Anybody can make weird sounds easily, but it takes hard work and talent to come up with sounds that are exotic enough to put a useful twist on a scene, but organic enough to be entirely believable." -Randy Thom … [Read more...]





