Kenny Young discusses the audio experience in Secret Sorcery’s VR strategy game Tethered.
Jennifer Walden interviews the DICE audio team about their work on the WW1 shooter, Battlefield 1.
Blizzard’s Scott Lawlor and Tomas Neumann’s GDC 2016 presentation, in which they discuss the choices made on an aesthetic and technical level to help achieve Overwatch’s dynamic audio landscape.
John Broomhall speaks to audio director Richard Lapington about pulling together the sound for Remedy Entertainment’s unusual TV show/video game hybrid, Quantum Break.
DICE’s Philip Eriksson discusses the creation of the Sarlacc’s sounds in Star Wars: Battlefront.
Todd Baker discusses his approach for sound and music in Ustwo’s Land’s End VR experience.
Asbjoern Andersen interviews Max Lachman about the vehicle engine sounds in Avalanche Studio’s Mad Max game.
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.
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.