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
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.