How we used AI to improve dialogue management for Pagan Online
How to create a compelling game audio experience with minimal resources
How sound brought Far Cry 5’s vast world to life
Audio Outsourcing Success: Essential Tips, Thoughts and Working Practices from Adele Cutting
League of Legends: Sound Design for the Dragon Sorceress Austin DeVries from Riot Games discusses the process of creating the sonic characteristics for a new character in League of Legends.
Overwatch – The Elusive Goal: Play by Sound 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.
Quantum Mechanics – The Sound Of Quantum Break 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.
GANG IESD co-chair Kenny Young speaks to Naughty Dog’s Phillip Kovats and Jonathan Lanier about the GANG award winning mix in The Last of Us. KY: Hi guys, thanks for agreeing to do this. Could you introduce yourselves for the record? PK: I’m Phil Kovats the audio lead here at […]
Why You Probably Shouldn’t be Contributing More Than 33% to the Soundtrack Rob Bridgett on making informed decisions early enough in the game development process to avoid clunky mix decisions later in the project.
Audio Interviewing Audio: Tomoya Kishi and Kenneth Young 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.