| | home | articles | books | links | contact | jobs | |
Articles |
| GameSound.org Hosted Articles |
|---|
| If you [big pointy finger reaches out of the screen] have written a piece on game sound which you'd like to see published on gamesound.org then send it in for review. |
by Kenneth Young, 9th September 2006 A writeup of Young's Recreating Reality presentaion given at the 2006 Develop conference in Brighton, looking at the differences between sound in the real and virtual worlds. |
| External Articles |
|---|
|
Many of these articles are hosted by Gamasutra - in order to view them you will need to complete the free registration process. Gamasutra is a great resource, and they won’t send you vast quantities of spam unless you ask them to - so sign up now!
Presentations from the Game Developers Conference archives may require Microsoft PowerPoint. A free PowerPoint viewer is available for PC and Mac. If you know of any relevant articles that I don't link to then, for the love of all things shiny, please let me know. Some of these articles are rather out of date in their thinking and applicability to current practices, but they offer interesting historical insights. Contemporary articles will no doubt age equally as fast! Articles at the top of the list are the most recent. |
David Mollerstedt & Stefan Strandberg, GDC Archives, 22nd February 2008 It's always fun trying to decipher a cryptic slideshow, but you get the gist of what was said about the Frostbite engine's automated mixing and its culling of masked sounds ('HDR Audio'). |
By Rob Bridgett, Gamasutra, 22nd November 2007 Lessons to be learned from the production process of “sound designed” films and how the production process in games actually lends itself to more involvement between audio and the other crafts. |
By Dr Mark Grimshaw, Australasian Digital Theses Project, May 2007 Grimshaw's PhD thesis on the relationships between the soundscapes of games in the 1st person shooter genre and their players. |
Part 1 - GameCoda and Isact Part 2 - Wwise and XACT Part 3 - FMOD, Miles and Unreal 3 by Alexander Brandon, Mix Magazine, March - May 2007 Brandon looks at what Audio Middleware is, how to get it and its value as an essential cog in the game production process. |
by Bryan Pearson, GDC Archives, March 2007 Pearson shares some excellent information about using surround sound in more sophisticated ways than just simple directional panning. |
by Steve Kutay, gamedev.net, March 2007 Kutay imparts his take on how to achieve great game audio, covering areas such as the audio team, pre-production, sound design, music, cinematics, budget and marketing opportunities. |
by Peter Drescher, O'Reilly, 22nd March 2007 Drescher explains his approach to creating the audio for UIs. |
by Rob Bridgett, Gamasutra, 22nd March 2007 Bridgett spills the beans on the audio for Radical's Scarface: The World Is Yours. Of particular interest is his discussion of the game's unique audio post production period. |
by Robert Hanson, Mix Magazine, 1st March 2007 Bungie's audio department give an overview of their workplace, tools and methodology. |
by Charles Maynes, Gamasutra, 4th January 2007 Maynes gives us an insight into how he records and manipulates weapons sound effects for both film and games. |
by Blair Jackson, Mix Magazine, 1st October 2006 A look at the people and practices behind three games which had significant parts of their sound crafted in the San Francisco Bay Area – Scarface's in-game sound effects and mix at Skywalker Sound, Sam & Max's dialogue recording at Studio Jory and The Sims 2's fictitious Simlish language crafted at Maxis. |
by Rob Bridgett, Gamasutra, 31st August 2006 Academic writing on game audio is often out of date due to the lightning fast evolution of the medium. Here, Bridgett refutes some common academic assertions and suggests ways that the accuracy of theoretical writing can be improved. |
By Mark Lampert, Bethsoft.com, 16th February 2006 Lampert discusses creating and implementing the audio for Bethesda Softworks’ The Elder Scrolls IV: Oblivion! |
Hollywood Sound: Part Two Hollywood Sound: Part Three by Rob Bridgett, Gamasutra, 16th September 2005 Bridgett looks at the convergence of Hollywood and the games industry from an audio perspective, covering music, surround sound and voice over. |
by Zenon Schoepe, Resolution Magazine, July 2005 Schoepe takes a look at Ubi's mxing facilities at their Paris HQ. |
by Eric-Jon Waugh, Gamasutra, 14th March 2005 Jay Weinland and Marty O'Donnell discuss their ‘Guerrilla’ proprietary audio system developed for the interactive audio in Halo 2. |
by Scott Selfon, GDC Archives, March 2005 A discussion of some of the most successfully used techniques for avoiding repetition as well as newer areas that leading titles are exploiting. |
By Richard Joseph, Gamespot.com, 10th August 2004 Elixir's audio director Richard Joseph discusses the challenges in figuring out what an evil genius should sound like. |
By MEDIEVALDRAGON, blizzplanet.com, 14th May 2004 Blizzard fans ask Julian Kwasneski all about his work on Starcrat: Ghost and how he got in to the industry. |
by David Chan, GDC Archives, March 2004 Chan explores how to avoid getting in a mess when working on a large project, covering topics such as naming conventions, the tracking of assets and implementation. |
by Andrew Boyd, GDC Archives, March 2004 The critical role played by an Audio Director in creating good game audio. |
by Nick Peck, Mix Magazine, 01 March 2004 Ten tips to optimise your interactive audio workflow. |
by Chris Borders and Matt Case, Gamasutra, 7th March 2003 Seven tips on how to create better voice-over assets for your game. |
by Andrew Boyd, Gamasutra, 4th February 2003 Boyd discusses handling the interactive audio for a big film license, the battle against repetitive sound and wrestling with a real-time mix. |
by Greg Hill, Gamasutra, 30th October 2002 Does exactly what it says on the tin. |
by Rob Bridget, Develop Magazine, October 2002 Bridget discusses the lack of dynamic range in game audio. |
by Marty O’Donnell, Gamasutra, 20th May 2002 A post-mortem analysis of the music, sound and dialogue in Bungie’s Halo. |
by Darryl Duncan, IGDA, March 2002 The pros & cons of being an in-house audio developer vs a freelance contractor, and how to make the transition between the two. |
by Philip De Lancie, Mix Magazine, 1st February 2001 A nice introduction to implementing audio on the PS2, looking at the technical limitations and production process. |
by Aaron Marks, Gamasutra, 20th April 2000 Information for developers on how to get the best results from a freelance sound designer. |
by Larry The O, Mix Magazine, 1st March 2000 Dealing with technical limitations, interactivity, mixing, multi platform releases and the development process. |
by Daniel Bernstein, Gamasutra, 11th November 1997 Berstein examines the impact that a well thought-out audio environment can have on a gaming experience. |
by Bobby Prince, Gamasutra, 1st June 1997 Prince discusses his philosophy and working practices behind the classic games Wolfenstein 3D, Doom and Duke Nukem 3D. |