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Game Audio Podcast #3 Available Now

March 12, 2010 by Miguel Isaza

The third Game Audio Podcast is available now for download. This time the discussion is about "Interactive and Dynamic Music", with special guests such as Vincent Diamante (Composer/Sound Designer), Scott Morton (Composer/Sound Designer) and Wilbert Roget (Composer, Music Editor/Implementer). They also talk about some news featuring software such as Hybrid Reverb 2 – Zappa IR … [Read more...]

Audio Implementation Greats #5: Ambient – The Hills are Alive

March 11, 2010 by lostchocolatelab

In a continued attempt to shed light on some of the best examples of Technical Sound Design in the current generation, I'd like to call attention to several titles that have pushed the envelope when it comes to the art of ambience. The all encompassing experience of “being there” in a game, where the sense of place is encapsulated in the sound of the environment. Stepping … [Read more...]

Interview with Bay Area Sound Team

March 9, 2010 by Miguel Isaza

Julian Kwasneski, Jared Emerson-Johnson, and Damian Kastbauer, the guys at Bay Area Sound had a nice interview at MOJO, talking about his work on the company, the previous titles they worked on, and more. If you’ve played any game listed in the Mojo database, there’s a good chance that you’re familiar with the work of Bay Area Sound or the seasoned team behind it. Formed in … [Read more...]

Audio Implementation Greats #4: De' Bug and the Tale of the DSP Sound-Bomb

February 24, 2010 by lostchocolatelab

At the Game Developers Conference Audio Boot Camp in 2006 Scott Selfon, Senior Audio Specialist at Microsoft, peeled back the layers of the onion for game audio newbies and exposed those in attendance to a Project Gotham Racing 3 debug build which allowed audio designers to visualize the parameters of sound propagation emanating from various points on the vehicle. If you can … [Read more...]

Charles Deenen Special: "Need For Speed" [Exclusive Interview]

February 23, 2010 by Miguel Isaza

For years, Charles Deenen has been the audio director of the Need for Speed Franchise. I had a nice talk with him commenting about some aspects of the audio of the award winning franchise. Let's read: Designing Sound: First of all, tell us something about your passion for cars, and what you enjoy most about working on Need For Speed Games? Charles Deenen: As a kid I played … [Read more...]

The Sound of "God Of War III" and "Game Audio Basics" on March Issue of Mix Magazine

February 22, 2010 by Miguel Isaza

The March issue of the Mix Magazine (Digital Edition) is now available with some goodies, including an article about the sound of God of War III with comments of senior manager Gene Semel, sound design manager Philip Kovats lead sound designer Paul M. Fox and sound designer Steve Johnson. It’s been five years since the first God of War videogame came out on the Sony … [Read more...]

Audio Implementation Greats #3: Crackdown – Realtime Worlds

February 10, 2010 by lostchocolatelab

One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it's omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively communicate to the player a truer approximation of “being there” and help to … [Read more...]

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