Sunday, June 20, 2010
Game Audio Relevance 001
Inspired by Tim Prebble and his Detritus series over at the incredible Music of Sound Blog I've decided to round up a host of links floating around online that have specific relevance to Game Audio. Maybe not the first time i've attempted such a round up, but hopefully I can get onboard with keeping these digestible from now on, this one is rather lengthy...we'll see how it goes.
A powerful ally for narrative: The audio of Bad Company 2
Game Audio Basics” March Issue of Mix Magazine
Cracking the Code: Breaking Into Game Sound
Edge Magazine takes a good, hard look at the state of Game Audio
Interview - Bay Area Sound
An oldie on surround music in games
Erick Ocampo Talks About the Sound Design of “Front Mission Evolved”
Exclusive game audio videos from GDC posted!
Footsteps – Informal Game Sound Study
The music and sound of Flower
Akira Yamaoka's Sound Design Lecture at GDC 2010
Cadet 227 - An action/adventure game for the visually impaired / blind.
The Beautiful Sounds of Arcades: Arcade Ambience Project
Tutorial blog post - Adaptive Music with FMOD
Sound Spam - Interactive Audio Crimes in HEAVY RAIN
Dead to Rights: Retribution - Creating a coherent audio mix Pg.54
GDC 2010 - Lua and adaptive audio - Don Veca (Dead Space/ Activision) Presentation
Chuck Russom Special: God of War I & II
Chuck Russom Special: Call of Duty
DICE Publications: Audio Presentations
Video Game Audio Breakdown - Interactive Music [lecture]
Introduction to Audio API's, Comparison between Xact, FMOD, Wwise, And Unreal
The Sound Design of "Splinter Cell: Conviction" (Video)
Video with Lightning Bolt bassist/game scorer Brian Gibson
"FMOD Designer 2010 – Let’s Take a Look"
Recording motorcycles for the SBKX video game
Develop is stocked with audio goodness. BF2, Wwise, and interactive dialogue
Interview: Audio Director Kristofor Mellroth on the sounds of Crackdown 2
Mario Music of Golden Proportions
Evolution of PC Audio - As Told by Secret of Monkey Island
LeftBrainBlog: Game Audio Inspiration - Dead Space
Why Audio Guys Use "Nice" Speakers
Develop Magazine: The Evolution of Middleware, FMOD Spotlight and Audio Track 2010
Psai Engine: "Periscope Studio Audio Intelligence"
APB in-game music sequencer
BerkleeLC forum "A Crash Course in Video Game Sound Design"
Stefan Strandberg on the Sound of "Battlefield: Bad Company 2"
Article about audio in the game design process
Disney Adds New Audio Descriptions to Theme Parks
Getting game audio right
Microsoft Gamefest 2010 Audio Presentations
How to break into Game Audio
UDK Game Audio Demo Project - Extensive Documentation
Blog post about closed captioning in games [CC]
Blind Community Upset By Nissan’s Choice of Sounds for New Elecrtric Car
The wealth of knowledge on the subject of game audio is somewhat staggering these days. It wasn't so long ago that I can't remember reading between the lines in articles trying to figure out how they did this and that in whatever game or interactive project was being discussed.
Hopefully the details of different techniques being exposed will lead to a better understanding of what goes on behind the scenes, and continue us down the path of standardization and best practices as an industry.
Got more links?
Drop em' on by!
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