In the meantime here's a roundup of a ton of old game noise related articles, and a few off topic sound/ music related ones as well.
Hope yr all doin' well!
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Here's one pimpin' the dynamic duo AKA Julian & Jared over at Bay Area Sound who I've been working with alot lately:
Bay Area Sound - AN INDEPENDENT GAME SOUND COMPANY CHANGES WITH THE INDUSTRY
An old one from Julian:
Julian Kwasneski: Inside Game Audio
A recent one from Jared:
Gabez does Bay Area Sound
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Another prolific local (game) audio talent is none other than Fairfax's unofficial mayor Jory Prum
I case you haven't checked out the articles on Studio Jory you can peep em' here:
What's Your Story, Jory?
From Scarface to Simlish - BAY AREA TALENT TACKLES A SPECTRUM OF GAME SOUND
*Bonus points if you can guess who referred me for the gig out here...hint: JORY!
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
A very well done audio dev journal entry by Mark Lampert from right before Oblivion was released:
IT’S QUIET … ALMOST TOO QUIET
Some pics of the Audio Tools, Discussions on VO technique, good good good!
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Just in case y'all havent come across this delicious overview of audio development posted by Steve Kutay @ Radius360 over at gamedev.net:
Bigger Than Big: The Game Audio Explosion
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Samurai Champloo: Sidetracked
Samurai Champloo: Sidetracked
Grasshopper Manufacture/Namco Bandai Games America
PlayStation 2
Samurai Champloo is the latest hit by Cowboy Bebop creator Shinichiro Watanabe, who might well be described as the Sergio Leone or Quentin Tarantino of the anime world. Killer7 developer Grasshopper Manufacture has what might be described as strong aspirations to be the Quentin Tarantino of the videogame world. So this is a sort of clever pairing. The big talking point is the relationship between the underlying music and on-screen action; every attack combo available to the player is timed to the music. The player can choose between two soundtracks for any given level, each of which opens different control possibilities. Bloodletting is hyper-gory by intention, to get a reaction out of the player. It's all... that kind of stuff.
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
While not game related per se, I thought I'd drop some King Kong related sound links on this thread for reference for those interested:
Kong is King (Video) Post Production Diary (Search for "sound" and you'll come up with some treats in the foley/field recording, and music/ mixing related categories)
King Kong: Mammoth Post Power Yields Epic Results (Audio post article)
Scans from a book on the making of the Original Kong (With regards to the Sound/Music prodiction/ techniques.)
And re: Game Production
Kong is King Gaming Site
CGWorld - Aping Film
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
wow, here's a super fun little location based field recording listening device
Sound Cities
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Sonification of the poetic act of cycling:
RAHMENBEDINGUNG
Direct Video Link
A bycicle equipped with sensors and conected to a sound-computer via
a wireless device, forms the personal musical interface of each
performer. the organic data-stream of parameters like direction,
speed, accelerarion, pedal-speed, pedal-direction etc is bound to the
inner logic of riding a bike - hence we don't want to fall down. the
outer logic is the architectural determination of the space, the
bycicle path, as well as the position of the audience. these general
conditions structure the music, on the other hand we will ride the
bike in a musical way which defines our movements in space and evokes
a choregrafie.
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Made out of people: Games and Sound
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Big Wheels Sound Studio Q&A
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Making the Game: Audio/Sound FX Production
An interview with dSonic's Vincent Stefanelli, Kemal Amarasingham, Simon Amarasingham.
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Making Those Games Sound Right
Foley and Game Sound at Skywalker Ranch
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Audio Director Heather Sowards Talks About the Sound Design of EverQuest II
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Skillset - Games: Audio Engineer - Computer Games
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
IGDA - Breaking In/ Audio
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Titan Quest run down from Scotticus
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Smearing Discontinuity::In-Game Sound
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
An article I wrote up on Sonification & SotC:
Shadow of The Colossus - A Sonification Case Study
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
I came across this interesting Radiant Slab: Field Recording Repository with lots of great field recordings uploaded by various, and encourages like minded sharing. (email address contact)
Possibly a good source to share sounds in addition to the already excellent Freesound, SoundTransit, and Sound Cities.
From the site:
This field recording repository is an extension of the eGroup disscussion list Phonography. Although this is primarily for the Phonography readers, others are welcome and encouraged to upload their recordings.
Share your field recordings through the web form below. Any file format is accepted, though MP3 is preffered.
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Some deep thinking on the theory behind all of the Beatles' Music...with some interesting studio discourse and extreme dissection:
Allan Pollack's Notes On Series - The Beatles
sssssssssssssooooooooooooooooooooooooooooooooo++///::o:y:::::::-:
ssssssssssssssooooooooooooooooooooooooo+///:/:::++/:::s+y:::::::-:
Until next time true believers!
-dk
No comments:
Post a Comment