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Chuck Russom Special: Call of Duty [Exclusive Interview]

April 19, 2010 by Miguel Isaza

Call of Duty (released 7 years ago) was one of the most important jobs for Chuck Russom, so we decided to make an interview talking about that game and what it meant for his career. Designing Sound: How do you get hired on Infinity Ward and how do you get involved with Call of Duty? Chuck Russom: It’s crazy when I think about it, the first Call of Duty game was 7 years ago. … [Read more...]

Chuck Russom Special: God of War I & II [Exclusive Interview]

April 13, 2010 by Miguel Isaza

Continuing with the special of Chuck Russom, here's a very cool talk I had with him, about the sound design of "God of War I" and "God of War II". Check: Designing Sound: How early you came into the development of "God of War I" and "God of War II"? Chuck Russom: It's funny talking about GOW1 and GOW2 now, since GOW3 was just released! We'll have to see how good my memory … [Read more...]

Develop April's Issue: The Audio Mix of "Dead to Rights: Retribution"

April 9, 2010 by Miguel Isaza

The April's Issue of Develop Magazine (Digital Edition) is available for download now. The audio section is featuring an article with audio manager and composer Matt Black and lead sound designer Richard Blackley about the audio mix of "Dead to Rights: Retribution". Dead to Rights: Retribution is a Noir-ish ground-up reinvention of the classic franchise in which you experience … [Read more...]

Audio Implementation Greats #6: Physics Audio [Part 1]

April 1, 2010 by lostchocolatelab

In part one of a two part series on physic sounds in games we'll look at some of the fundamental considerations when designing a system to play back different types of physics sounds. With the help of Kate Nelson from Volition, we'll dig deeper into the way Red Faction Guerrilla handed the needs of their GeoMod 2.0 destruction system and peek behind the curtain of their … [Read more...]

"Battlefield: Bad Company 2" – Exclusive Interview with Audio Director Stefan Strandberg

March 29, 2010 by Miguel Isaza

Some days ago I've been playing Battlefield: Bad Company 2. The game is really great and addictive! and the sound is also fantastic. That's because I wanted to talk with Stefan Strandberg, the audio director on the game. We talk about the new challenges the, the recordings, dialogue, implementation and more. Let's read: Designing Sound: Stefan, please give us an introduction of … [Read more...]

An Open Letter to FMOD

March 19, 2010 by Miguel Isaza

Game Sound Design has a cool section called "Anonymous Confessions of a Game Sound Designer", where someone identified as "U.C" gives his personal thought of something related to sound design. In the second installment of the series, U.C gives an interesting (and constructive) criticism about FMOD. Let's read: It's been three days since I last opened FMOD Designer, which is … [Read more...]

Game Sound Study – Footsteps

March 17, 2010 by Miguel Isaza

Damian Kastbauer (author of the "Audio Implementation Greats") has published a really interesting post on his blog with a deep analysis of footsteps in different video games such as Prince of Persia, Dragon Age, Mass Effect, Fallout3, Borderlands, Brutal Legent and more. He also gives global concepts about the recording and implementation of footsteps sounds in video games, … [Read more...]

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