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.
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.
CCP Earworm on using EQ to make sounds sit well together in the mix.
GDC 2012 gets started with this GameSpot interview, featuring J White (Dead Space 2), Darren Korb (Bastion) and Kenny Young (LittleBigPlanet 2) discussing their Game Developer’s Choice Award nominated games and interactive audio in general.
Garry Taylor’s talk from the 2010 Develop Conference on the importance of real-time mixing in games.
The cars are the stars in Codemasters’ Dirt and F1 games.
Richard Wentk talks to Mike Morasky about Valves development process, and the implementation of sound and music in Portal 2.
John Broomhall talks to Martin Stig Anderson about the sound/music/sound/music/sound in Playdead’s Limbo.