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.
Sam Hughes over at The Sound Architect speaks to with Sam Cooper & Byron Bullock about the sound in The Creative Assembly’s Alien: Isolation.
Rob Bridgett over at DesigningSound.org on the scope for silence in game audio.
Jack Menhorn at DesigningSound.org gets Media Molecule’s Kenneth Young and Capcom’s Tomoya Kishi to interview each other about their work, resulting in an unconventionally wide-ranging conversation.
Rob Bridgett on the middle ground between procedural audio and the sample-based paradigm that exists to a certain extent in most games’ audio experiences.