In the most recent blog post over at Sweet Justice, sound designer Chris Sweetman shares some of his decades of experience, and discusses the importance of experimentation and the use of organic sounds in modern sound design. He also discusses some of his experiences on major films, as well as his approach to tools like Izotope Iris. Head over to their blog to check it out now! … [Read more...]
Interview: Sweet Justice
Sweet Justice is a "full service game audio production company based in the South of England. Founded by industry veterans Chris Sweetman and Samuel Justice. With a combined experience of over 3 decades of frontline experience in the games industry, we have worked on a large number of AAA and independent titles. We have won multiple awards for our work within game … [Read more...]
Interview: Chris Sweetman and Interesting Interiors
Chris Sweetman has a new library out called “Interesting Interiors” and was kind enough to be interviewed by Samuel Justice for this article. For those who don't know you - could you give a quick overview of your career? I was very lucky to have an early start in sound. My father, Brian Sweetman, is a 50 year film sound veteran and I was brought up going to field … [Read more...]
Chris Sweetman: Audio Director of “Brink”
GameSpot has published an interview with Chris Sweetman, the audio director of Splash Damage's upcoming sci-fi game "Brink". He talks about his career and his role as an audio director/sound designer. Splash Damage's upcoming futuristic shooter looks to stands apart from other shooters by focusing on parkour-style movement along with gunplay. The gunplay is what falls into … [Read more...]
The Sound of “Brink”
Chris Sweetman, Audio Director at Splash Damage, has published a very interesting article about the sound of "Brink". Let's read: INTRODUCTION I'm Chris Sweetman, Audio Director at Splash Damage, and this developer diary is all about Brink’s sound design. What does an Audio Director do all day? Well, I'm responsible for the quality of everything that is heard in our games, … [Read more...]