In a recent article on Gamasutra Martin Stig Andersen, well known for his Audio work on "Limbo", shares some insight on his Sound Design process for Playdead's new title "INSIDE" & how he used a Human Skull for sound processing. You can read the full article here. … [Read more...]
Thoughts and opinions on sonically handling fail states in video games
Picture by gratisography In regards to this month about “failure”, I wanted to bend the subject a bit by talking not about human failure but handling failure as part of an audio designer job for a video game. For this, I decided to ask people who worked on games where character failure is prominent or even a central point. With no further addition before delving into the … [Read more...]
Wwise Limbo Redux Contest
The game Limbo was originally released in 2010, and quickly garnered much critical acclaim for its combination of fluid gameplay, beautiful art style, and evocative sound design. The 2011 DS interview with Sound Designer Martin Stig Andersen gives great insight into the creative decisions he made to bring the game's world to life. Now over three years later, Audiokinetic - … [Read more...]
Develop: Martin Stig Andersen on “Limbo”
This month's issue of Develop Magazine is now available for download. On its heard about section, John Broomhall talks with Develop award winner Martin Stig Andersen, composer and sound designer of Limbo. GAME AUDIO people are still talking about Limbo. They may be for some time. One leading audio developer recently stated publically they would likely have made a terrible job … [Read more...]
“Limbo” – Exclusive Interview with Martin Stig Andersen
It takes a strong game to weave so seamlessly the combination of art contained within. Limbo was a game that so totally embodied itself that it found its way atop most “Best of...” lists the year of it's release on XBLA. With the game properly ported and recently released on PC and PSN, DesigningSound.org took some time to catch up with Martin Stig Andersen. When I saw Martin … [Read more...]
Collaborative Challenges in Games
New article by Rob Bridgett on Gamasutra: In this feature, experienced audio director Rob Bridgett (Prototype) explains how the expanded possibilities brought by modern technology have lead sound directors to have to make careful collaborative choices to support a game's vision. Sound Friction: Collaborative Challenges in Games … [Read more...]
AudioMedia Game Sound Special 2011
July's issue of AudioMedia features several articles on game audio, including: Martin Stig Andersen on the sound of "Limbo" Richard Wentk talks with Valve's audio team about the sound of "Portal 2" Phil Kovats - Sound Matters Niklas Hed on the sound and music of "Angry Birds" Level Up - Loudness Standards for Games (feat Garry Taylor, Scott Selfon and Rob … [Read more...]