• Home
  • About
  • Site Policies
  • Contact

Designing Sound

Art and technique of sound design

  • All Posts
  • Featured
  • News
  • Interviews
  • Reviews
  • Tutorials
  • Resources
    • VR Audio Resources
    • Independent SFX Libraries
    • Events Calendar
  • Series Archives
    • Featured Topics
    • Featured Sound Designers
    • Audio Implementation Greats
    • Exclusive Interviews
    • Behind the Art
    • Webinar/Discussion Group Recordings
    • Sunday Sound Thought
    • The Sound Design Challenge

The Sound of “Prometheus”

May 25, 2012 by Miguel Isaza

While set in the same fictional universe of Ridley Scott’s original offering, and sharing some of its key dramatic events, the director is clear in his intention that his latest film Prometheus is unrelated to the rest of the original franchise. There had been talk of a fifth Alien movie — with Scott reportedly committing to a sequel or prequel a decade ago — but it took 20th … [Read more...]

SFX Lab #4: Resonance

May 23, 2012 by Miguel Isaza

[SFX Lab, the laboratory of sound effects, a place dedicated to experiment and explore sound libraries. The main goal is to hear what happens when sounds of a specific kind are combined, processed, and transformed in several ways.] New chapter of the sfx lab, this time dedicated to explore high doses of resonance, with a quite special kind of sounds: bells and chimes. These … [Read more...]

Big Sounds on Little Devices: An Exclusive Interview with Andrew Quinn

May 18, 2012 by Michael Taylor

Andrew Quinn, sound designer at Splash Damage, was kind enough to speak to Designing Sound about his work on the recently announced mobile strategy title RAD Soldiers on the new social label WarChest. The music for the game was produced by Marc Canham of Nimrod Productions. DS: Can you tell us a little about how you got into game audio, and your audio career so far? AQ: I … [Read more...]

A Revolution in Sound

May 16, 2012 by Miguel Isaza

[Rob Bridgett, audio director on Prototype 2 issues a rallying cry for the mixing of the audio discipline with the rest of the studio, and opening up the closed studio space to collaboration -- perhaps even suggesting a fundamental change in studio structure.] Read more at Gamasutra … [Read more...]

The audio of Batman: Arkham City

May 15, 2012 by Michael Taylor

Eurogamer has published a video promoting the upcoming Game of The Year edition of Batman: Arkham City, focusing on the foley techniques and sound design aesthetic employed to create the stunning audio that brought the game to life. Featuring Rocksteady audio director Nick Arundel, and foley artist John Roesch and gun recording expert Bryan Watkins Click here for the video … [Read more...]

The Sound of Simon Killer

May 8, 2012 by Shaun Farley

In early March, I took a trip back home to visit my family and some friends. My buddy, and featured sound designer here on the site, Coll Anderson happens to live pretty close to that area. He and director Antonio Campos were in the process of finishing up the mix for the upcoming release, Simon Killer. We got together to talk about the process and the concepts behind the sound … [Read more...]

Interview with Michael Bross

May 7, 2012 by Michael Taylor

Michael Bross is an award winning composer, sound designer and audio director who has worked on such popular video game franchises as Oddworld, Ratchet and Clank and WWE Wrestling, and he is currently working on free-to-play FPS MMO  'Firefall'. Through my own work on Oddworld HD remakes, I has the chance to chat with Michael, who was kind enough to answer a few questions for … [Read more...]

« Previous Page
Next Page »

Posts By Month

Copyright Info

All content on Designing Sound is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Copyright © 2026 · Magazine Pro Theme on Genesis Framework