
How Star Wars Battlefront II’s stellar sound was made
How Star Wars Battlefront II’s stellar sound was made
How Star Wars Battlefront II’s stellar sound was made
Quantum Break Interview with Richard Lapington
The Sound of Grand Theft Auto V
Lessons Learned from a Decade of Audio Programming
Red Dead Redemption – Exclusive Interview with Audio Director Jeffrey Whitcher
Audio Implementation Greats #2: Audio Toolsets [Part 2]
The Music of Anarchy Online: Creating Music for MMOGs
Interactive Composition – The Eidos Interviews Interviews with Jim Hedges and the Soul Reaver sound team at Eidos USA.
Engine Roundup Part 1 by Alexander Brandon With the advancements in PC audio made over the last five, even last two years, it is becoming clear that we are no longer dealing with merely FM sound and wavetable cards. We have massively powerful 3D surround engines that add realism and […]
Working on Myth The interactive audio engine used in both Myth games was an extremely powerful and probably under utilized engine….
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