[youtube]http://www.youtube.com/watch?v=a0EGN3kN99w[/youtube] Electronic Arts has started a 4-part series dedicated to explore the sound of "Need for Speed: The Run". The first episode features product manager Jeff Sharma and audio directors Charles Deenen and Rich Adrian. HP and Need For Speed present a 4-part series covering all aspects of sound in the latest entry into the … [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...]
July’s Featured Sound Designer: Axel Rohrbach
Axel Rohrbach is the lead sound designer of Dynamedion, an audio production studio based in Germany and focused on video games content. He's also co-founder and creative director of BOOM Library. This month we have the honor of feature him as our special guest, so let's get started! Bio Born 1981 in Frechen near Cologne, Germany. Parents got a music school, started with … [Read more...]
Pre-Production for an Audio Team
Matt Piersall from Gl33k Game Audio churns some creative butter and comes up with a host of hot tips for kickstarting your pre-production on the way to ramping up your production cycle. From sonic concepting to audio slaying, there are some great idea's in there to help begin the process of building the palette for your next project. The following items are things that I have … [Read more...]
AltDevBlogADay: Putting the audio back in “audio programmer”
An insightful piece up on the deep-dive developer centric AltDevBlogADay covering the various perceptions and mis-conceptions regarding the role of audio programmers in the games industry. Dig in for some clarifications of terminologies and forward thinking imaginings: New game designs based on audio analysis, sound effects generated at runtime with procedural audio, … [Read more...]