The following article is an excerpt from “The future of sound design” lectures done during GDC, VFS and DFF between the periods of 2006-2007 by Charles Deenen. Rewritten for “DesigningSound.org”. The Future of Sound Design in Video Games, Part 2 Every day in our life, sounds occur. Our brain thinks about virtually every sound we hear, and depending on how we’re connected with … [Read more...]
Charles Deenen Special: The Future of Sound Design in Video Games [Part 1]
THE FUTURE OF SOUND DESIGN IN VIDEO GAMES, Part 1 The following article contains excerpts from the “Future of Sound Design” lectures at GDC, VFS and Dutch Film Festival originally presented in 2006. Please note that certain expressions are personal opinions, and cannot be read as “fact”. In our endless passion to make games have a similar, or exceeding sound-scape experience … [Read more...]
The Next Big Steps in Game Sound Design
Some days ago I read this great article on Gamasutra created by my friend Damian Kastbauer, and I just realized that I didn't talk about it on the blog, so if you haven't read it yet, you can do it now: It's a great time in game audio these days. As we move forward in the current console generation, several emerging examples of best practices in audio implementation have been … [Read more...]
The Sound in the Era of 3D Films
The era of 3D and super-visual films has come. So, what about sound? What could be the next step on film sound? Tim Prebble has made a great review about this topic, regarding some aspects abut the technology and the techniques that could be implemented to reach a new level on the sound for this new era of filmmaking. Let's read: Along with the hyperbolic (& in my opinion … [Read more...]
Andrew Lackey Special: Surviving the Crunch; Being Healthy Sound Designers
For many of us, this time of year is about spending time with family and friends; the other "half" of the life balance. I jokingly put half in quotes because that "half" can look a lot more like a sliver on the pie chart during some projects. One of the dicier topics in our industry is "The Crunch": the final weeks or months of a project where there aren't enough hours in … [Read more...]
Andrew Lackey Special: Foley Sessions for Games
Andrew Lackey has a lot of experience with foley. Let's check this article from Wabi Sabi Sound (Andrew's company) about the approach of foley sessions in game audio production: A foley recording session can be a great way to get tons of unique material for your game. However many colleagues complain to me that their sessions were a bust. Their sessions didn’t go well and the … [Read more...]
Andrew Lackey Special: Personal Approach to Sound Design
Writing a piece on my approach to sound design is trickier than I thought it'd be. Being purely technical isn't any fun. Creativity needs skill to thrive, so being overly philosophical was just noise. Plus no one works in a vacuum, so how does process and influence fit in? After a few failed attempts this is how it makes sense to me...perhaps it'll make sense to you. … [Read more...]






