Former DesigningSound.org featured sound designer of the month Rob Bridgett has posted up a healthy summary of considerations faced by game audio professionals during a typical development. Issues of planning, budget, and resource management are discussed at length towards providing solutions to some of the common pitfalls inherent in managing large teams of creative … [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...]
Game Audio Podcast #8: Interactive and Dynamic Mixing
The eighth episode of Game Audio Podcast has been released and features Rob Bridgett (Radical Entertainment) Kristofor Mellroth (Microsoft Game Studios) and David Mollerstedt (DICE). Listen/Download: Game Audio Podcast #8 … [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...]
Getting Game Audio Right: The Big Picture, By Rob Bridgett
Rob Bridgett has published a very interesting article on Gamasutra called "Getting Game Audio Right: The Big Picture". Let's read! This feature takes a brief look at how to tie audio production dates into the overall delivery schedule of a large-scale video game -- including the key dependencies you should be fully aware of. During production, it is often the case for each … [Read more...]
Feedback
"Be prepared to listen to other’s opinions as well as expecting others to listen to yours." -Rob Bridgett … [Read more...]