The thing about wisdom is that you can't really ever receive it. You can read and watch everything there is to find about sound and come away with little more than good conversation. Lessons have to be learned personally, and experience only ever happens to you when you're ready. So it is that I feel myself finally ready to think seriously about some of the things I've seen … [Read more...]
Search Results for: limbo
Martin Stig Andersen On Using A Human Skull For The Sound Design Of “INSIDE”
In a recent article on Gamasutra Martin Stig Andersen, well known for his Audio work on "Limbo", shares some insight on his Sound Design process for Playdead's new title "INSIDE" & how he used a Human Skull for sound processing. You can read the full article here. … [Read more...]
Thoughts and opinions on sonically handling fail states in video games
Picture by gratisography In regards to this month about “failure”, I wanted to bend the subject a bit by talking not about human failure but handling failure as part of an audio designer job for a video game. For this, I decided to ask people who worked on games where character failure is prominent or even a central point. With no further addition before delving into the … [Read more...]
Thoughts on Limitations in Game Audio
Rob Bridgett is an audio director at Eidos-Montréal. Leonard Paul is the president of the School of Video Game Audio. Images courtesy of Rob Bridgett & Leonard Paul Nine years ago, we collaborated on an article on the idea of limitations for Gamasutra and wanted to see where our thoughts would take us. This time around, rather than produce another article, this … [Read more...]
Dynamics In Education – Interview With Michael Sweet, Professor of Game Audio at Berklee College of Music
As the Artistic Director of Video Game Scoring at Berklee College of Music, Michael Sweet leads the development of the game scoring curriculum. Michael is an accomplished video game composer and has been the audio director of more than 100 award winning video games. His work can be heard on the X-Box 360 logo and on award winning games from Cartoon Network, … [Read more...]
Learning Audio Middleware Online: Where to Start?
Knowing your way around audio middleware is quickly becoming a required skill to get a job in the game audio industry. If you are a sound designer and/or a composer that is looking to break into the world of game audio, learning how to work with various audio middleware solutions will not only give you a head start and set you apart from the “competition”, but it will also give … [Read more...]
Audiovisual Correspondences
Guest contribution by Martin Stig Andersen The following is extracted from the author’s article "Electroacoustic Sound and Audiovisual Structure in Film" (supervised by Denis Smalley) originally published by eContact. Music Versus Sound Effects — Sound Designer qua Composer? Given sound’s ability to create temporal experiences unique to that of other media, it seems no … [Read more...]