DICE’s David Jegutidse discusses the creation of his favourite sound from Star Wars: Battlefront, the Thermal Imploder.
Audio programmer Manesh Mistry and composer/audio designer Todd Baker discuss creating the audio experience for Us Two Game’s meditative VR wonder, Land’s End.
Asbjoern Andersen interviews Max Lachman about the vehicle engine sounds in Avalanche Studio’s Mad Max game.
Keith Stuart speaks to The Chinese Room’s Jessica Curry and Adam Hay about music, ambient sound and story in Everybody’s Gone to the Rapture.
EA DICE’s Ben Minto on recreating and augmenting the ambiences of the Star Wars universe.
Will Morton gives advice on getting a job working in game audio in this extensive article.
In part four of his ongoing series into the audio design in inFamous Second Son, Brad Meyer discusses the creation of the game’s concrete superpower sounds.
Rob Bridgett on dynamically adjusting the loudness levels in mobile titles in response to background noise.
I was saddened to hear that Ralph Baer, creator of the first video game console, passed away yesterday. Baer was already 50 years old when the Magnavox Odyssey was released to the public in 1972, so I was somewhat surprised … Continue reading