January's featured sound designer Richard Devine has answered all the questions made by the readers on his special. He had been a little busy these days and don't have much time to answer them. But, here they are! Check: Designing Sound Reader: First off, you are an inspiration to all that are pushing the boundaries of sound! I’m always eager to read about and listen to your … [Read more...]
Power
"Sound has a great power but it is a conditional power. It places the image in a physical and emotional context, helping us to decide how to take the image and how it integrates itself into everything else." -Walter Murch … [Read more...]
CAS Quarterly Winter 2010 Edition Available Including Interview with Randy Thom
Cinema Audio Society has launched the Winter 2010 Edition of CAS Quarterly, including a great interview with sound designer Randy Thom, who talks about his career, his thoughts about film sound, and more. Download: CAS Quarterly Winter 2010 Edition (PDF) Randy Thom on Designing Sound Via: @usoproject / @lydrummet … [Read more...]
Whoosh!
This video has been passed around a lot lately but, just in case you haven't seen it... Below is "Funny or Die" spitting truth. Whoosh! - watch more funny videos … [Read more...]
Charles Deenen Special: Experienced Sound
The following article is an excerpt from “The future of sound design” lectures done during GDC, VFS and DFF between the periods of 2006-2007 by Charles Deenen. Rewritten for “DesigningSound.org”. The Future of Sound Design in Video Games, Part 2 Every day in our life, sounds occur. Our brain thinks about virtually every sound we hear, and depending on how we’re connected with … [Read more...]
"The Hurt Locker" and "Avatar", Two Different Paths on Sound Editing
Peter Canaricas has published a nice article on Variety featuring "The Hurt Locker" and "Avatar" sound, two films nominated to Academy Award for Best Sound Editing, but also two different worlds and different perspectives and ways to treat the sound. Check some excerpts: "We absolutely invented sounds," says Boyes, whose team created aural experiences that don't exist on Earth, … [Read more...]
Audio Implementation Greats #3: Crackdown – Realtime Worlds
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...]


