
How Apex Legends Stunning Sound Was Created
How Apex Legends Stunning Sound Was Created
How Apex Legends Stunning Sound Was Created
Behind the sounds of 11 – 11 : Memories Retold
How to create a compelling game audio experience with minimal resources
The Future of Audio in the Unreal Engine
Creating Titanfall 2’s Terrific Sci-Fi Sound Jennifer Walden interviews Respawn Entertainment’s audio team.
Behind The Spectacular Vehicle Sounds for Mad Max Asbjoern Andersen interviews Max Lachman about the vehicle engine sounds in Avalanche Studio’s Mad Max game.
Using Wwise with Unity? Need doppler? You’re welcome! Those of you using Wwise with Unity may have noticed that there is no support for doppler shift. This is pretty mental given that Unity’s basic audio system offers doppler straight out of the box, so there’s obviously some kind of shenanigans […]
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 […]
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.
Finding Your Way With High Dynamic Range Audio In Wwise Louis-Xavier Buffoni from Audiokinetic gives and overview of the concept of HDR audio and discusses how it is implemented in their Wwise audio middleware.
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