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
Guy Whitmore on the challenges of creating a dynamic musical score for mobile with only 3MB of memory.
Introducing a character can be a tricky business. This is especially true of those characters present throughout the gameplay experience – player characters, buddies, guides, narrators and their ilk. Game teams exposed to such characters over months and years of … Continue reading
IGM interview Jessica Curry on her work and thoughts on things.
James Batchelor over at Develop Mag gets the skinny from composers John Broomhall, Jim Fowler, James Hannigan, Jessica Curry on the challenges of writing interactive music for games.
GANG IESD co-chair Kenneth Young speaks to Naughty Dog’s Phillip Kovats and Jonathan Lanier about the GANG award winning mix in The Last of Us.
Liana Kerzner over at MetalEater speaks to David Chan, Brian Schmidt, Gordon McGladdery, Anthony Russo, Chanel Summers, Matthew Marteinsson and Steve Royea about game sound.
Rob Bridgett on making informed decisions early enough in the game development process to avoid clunky mix decisions later in the project.