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News: April Tucker Interview

July 20, 2016 by Michael Klier

Episode 42 of the The Sonic Garage Podcast features an interview with April Tucker. April has worked in Los Angeles for over a decade in a variety of post-production audio roles: Re-recording mixer, sound editor, music editor, music/scoring mixer, ADR engineer, and Foley engineer. She has worked on television series for all the US major networks, over a dozen cable networks, … [Read more...]

Tunes and Tones: A Writer/Director’s Perspective on Sound

September 26, 2013 by Samuel Ejnes

Guest Contribution by Pierce O'Toole Writer/Director Pierce O'Toole shares his thoughts on music and sound design, and how they play into his creative process.   As a writer and director, my biggest concern on any project is the story. Every project has a story that you are trying to tell. When I approach sound, the lens I view it through - or the speaker I hear it through, I … [Read more...]

Alternative Reality Sound: Acoustic Remodeling of a City

August 1, 2013 by Doron Reizes

Guest contribution by Tom deMajo A special thanks to co-founder Tom deMajo of the game studio Quartic Llama. Tom is an artist and sound designer who currently resides in Dundee. Earlier this year, Quartic Llama was approached by the National Theatre of Scotland to make a game as part of a city-wide trans-media project called other, supporting the theatrical debut of “Let … [Read more...]

A Little Overdue Thank You

July 2, 2013 by Shaun Farley

I've been a bit remiss in my duty lately, and there are several people who need to be thanked for their contributions on the site. To begin, let me thank two gentlemen who contributed in May: Randy Thom - for his thoughts on "Time" as both an element in sound design, and a work-flow issue Jeremy Peirson - for taking the time to discuss his work on the film Looper … [Read more...]

The Dynamics of Mark of the Ninja

June 17, 2013 by Shaun Farley

Guest Contribution by Matthew Marteinsson At first listen you can tell Mark of the Ninja is a game with a wide dynamic range. The game is all about being hidden and safe or out in the open with the danger of being seen. A very binary visual contrast between being hidden and visible informs the player clearly which state they are in. When hidden, the player has got time to … [Read more...]

Thanks to Our April Guest Contributors

May 1, 2013 by Shaun Farley

Well, the flood gates certainly opened up at the end of the month...didn't they? We've got a lot of people to thank for their guest contributions to April's theme (and a few welcomed off-topic contributions). So, I'm going to get right to it! A hearty "Thank You" goes out to... Andreas Jonnson - Designing Ambiences in Max/MSP Aurelien Folie and David Sonnenschein - 3 … [Read more...]

Sound Design and Music: Diluting the Distinctions, Strengthening the Art Form

March 13, 2013 by Shaun Farley

Guest Contribution by Doron Reizes Traditionally, the concepts of music composition and sound design have been viewed as distinctly separate creative audio disciplines. Karen Collins points out in her article, “The Sound of Music, or the Music of Sound?” that, "What is often referred to as “non-musical sound”, or sound effects (including percussion) wasn’t used in Western … [Read more...]

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