VFS has interviewed Jordan Fehr (who maybe you already know because of his sfx work at Jordan Fehr FX), sound designer on "Super Meat Boy". Super Meat Boy, the indie platformer released in fall to near-universal praise, has a lot of charm, which is good when you’re giving gamers crippling cases of claw-hand from obsessively playing this punishing game. Retro fan service, … [Read more...]
The Sound of “Medal of Honor”
Sound & Picture recently published an interview with the audio team of the last Medal of Honor" game. It's a very cool interview, where these guys talk about the chalenges he found in the project, how they recorded and designed some of the sounds, and also discuss things about their careers and techniques. Sound & Picture had the chance to chat with the sound team … [Read more...]
More About the Sound of “James Bond 007: Blood Stone”
The December/January issue of Develop Magazine is available to download or view online. There you can find a very cool article (Page 61) about the sound of "James Bond 007: Blood Stone", featuring lead sound designer Mathias Grunwaldt and composer Richard Jacques. There's also a nice article (Page 66) about the voice casting for Fable III. Develop Magazine - Dec '10/Jan '11 … [Read more...]
Game Audio Rewind: 2010
Damian Kastbauer, writer of the audio implementation greats series has published an insane list of game audio links that he collected during the past year. Lots of very informative articles! Now that 2010 is closed out, I just wanted to take a second and round up a batch of links to various projects that I was involved with and get them all lumped into a 'splosion of game … [Read more...]
Audio Implementation Greats #10: Made for the Metronome
[Written by Damian Kastbauer for Designing Sound] If you talk to anyone in game audio today about successful tempo synced synergy between music and sound effects it wont take long for your discussion to end up at REZ and the work of Tetsuya Mizuguchi. The quintessential poster boy for synesthesia in video games and a stunning example of overt spontaneous interactive music … [Read more...]
Frank Bry Special: Sound Design for Supreme Commander: This Is Just Way Too BIG!
[Written by Frank Bry for Designing Sound] In early 2005 I was scrambling to finish up Dungeon Siege II, in a mad dash to gold master, and I was approached by the producer for Supreme Commander (abbreviated SupCom). I was asked to come up with a hundred or so sound effects for aN E3 demo and to a create a full on audio track for a cinematic trailer. I was so busy working 16 … [Read more...]
Game Audio Podcast #6 Released
The 6th episode of Game Audio Podcast is available now. It includes a discussion on the independent sound effects library world and other news and features. The guests this time were Chuck Russom and I (yeah, with my particular accent). It was a very enjoyable to do the episode, so hope you like it too. Audio file and Links at Game Audio Podcast … [Read more...]