Sound designer Michael Taylor has published an interesting article about his experience on porting audio from "Oddworld: Stranger's Wrath" (Xbox) to FMOD (for PC and PS3). Welcome to the third instalment of the Oddworld: Stranger’s Wrath Development Diary! In this edition, we will take a look at how we have been working on increasing the fidelity of the audio for the next … [Read more...]
Exclusive Interview with the Audio Team of "Alan Wake"
Alan Wake is definitely one of my favorite games of 2010, both for the game itself and for the sound of it, which is really detailed and interesting from start to end. The game was just re-released via Xbox Live’s “Games On Demand”, complete with all eight episodes (6 from the boxed game plus 2 from DLC), so there's no a better time to revisit the amazing audio experience of … [Read more...]
"Fable III" – Exclusive Interview with Kristen Quebe, Kristofor Mellroth and Shannon Potter
Fable is one of those unique games with features that keep you intrigued all the time. That includes the sound, which is fantastic. I loved the sound work on Fable III, so I interviewed several members of the audio team: -- Kristen Quebe - Sound Design Supervisor -- Kristofor Mellroth - Sound Design Director -- Shannon Potter - Sound Supervisor at Soundelux DS: Could you guys … [Read more...]
Audio Implementation Greats #9: Ghost Recon Advanced Warfighter 2 Multiplayer: Dynamic Wind System
When embarking on a sequel to one of the premier tactical shooters of the current generation, the Audio team at Red Storm Entertainment, A division of Ubisoft Entertainment, knew that they needed to continue shaping the player experience by further conveying the impression of a reactive and tangible world in Ghost Recon Advanced Warfighter 2 Multiplayer. With a constant focus … [Read more...]
Exclusive: "From the Shadows of Film Sound", New Book by Rob Bridgett
Today I'm happy to announce that Rob Bridgett, one of our best friends here at Designing Sound (and who started the monthly special series almost a year ago) is releasing "From the Shadows of Film Sound", a new must-have book for anyone interested in sound for video games. As a practitioner in video game development, Rob Bridgett has explored and written about the connective … [Read more...]
Implementing Sound for "Ace Attack" (iOS)
My friend David Steinwedel has sent me an interesting article he wrote about the audio implementation process of a game called Ace Attack, coming soon for the iOS platform. Ever since Pong premiered, audio implementation in games has mostly been thought out in the same way: For every action on the screen, a sound must play with that action. This one-to-one relationship between … [Read more...]
Audio Implementation Greats #8: Procedural Audio Now
This months Audio Implementation Greats series returns with the overarching goal of broadening the understanding of Procedural Audio and how it can be used to further interactivity in game audio. While not specifically directed at any one game or technology, the potential of procedural technology in games has been gaining traction lately with high profile uses such as the Spore … [Read more...]