An Interview with Rob Bridgett
Rob Bridgett in interview with Ariel Gross, exploring the evolving role of game audio personel, how they think about their work and promote themselves to the world.
An Interview with Rob Bridgett
Rob Bridgett in interview with Ariel Gross, exploring the evolving role of game audio personel, how they think about their work and promote themselves to the world.
Aesthetic Mixing & Sound Lenses
Rob Bridgett discusses the pros and cons of automated vs snapshot based mixing systems, how they can work together and how to think about using them in a way which is more easily understood by non-audio creative personnel on a development team.
What music does to us: non-diegetic songs in Red Dead Redemption and Far Cry 3
@toogoodforthee (unknown man on internet) asks why there are so few examples of non-diegetic song used during gameplay. Thought provoking…
Capcom Audio Director Tomoya Kishi Interview
Jack Menhorn interviews Tomoya Kishi for Designing Sound on his background, approach to work, the centralised audio department at Capcom and, perhaps most interestingly, the cultural differences in audio aesthetic between the West and Japan.
Designing the sound of the impossible
Danielle Riendeau interviews Robin Arnott for Kill Screen on the high level audio direction in Antichamber.
Russ Pitts uncovers how a silent cartoon character from the 1930s was given a voice in ‘Epic Mickey 2′.
Rob Bridgett on the evolving collaborative relationship between audio personnel and development teams.
Marching, Music and Money: Performance Rights and Videogames
Brian Schmidt on how videogame publishers can benefit from exploiting the performance rights in their music.