"100 Unusual, Novel and Surprising Ways to be a Better Sound Designer in Video Games" A choose-your-own-adventure handbook for game audio developers. A light-hearted, personal take on game audio development practice and philosophy. This unique book takes the reader on a surreal ‘choose-your-own-adventure’ through the many layers of optimism, self-doubt and luck that surround us … Continue reading New Game Audio Book
Wwise is *this close* to Revolutionizing the Mixing Workflow.
Blue sky out here this morning, so i'm having a Blue Sky day. *Update at foot of the article...! For the last couple of years while now I've been using Wwise to mix games. The run-time environment and routing is fast, intuitive and extremely flexible. Bus hierarchies and behaviours are some of the best control … Continue reading Wwise is *this close* to Revolutionizing the Mixing Workflow.
After Sound Design II
(excerpt from the afterword of 'Game Audio Culture') It is no longer enough to simply have a good sounding game. It is no longer enough to be able to produce great sounds, or great music, or great speech. This is the basic starting position that I believe sound has explored for the majority of the 20th century, and from which our industry now … Continue reading After Sound Design II
After Sound Design
I'm not interested in sound design any more. That is to say, sound design for its own sake, edification, gratification or aggrandizement, the single dimensional approach, to the exclusion of all else. I am interested in design as a whole. How all the elements, the craft, the process of how a soundtrack can become an … Continue reading After Sound Design