Designing A Next-Gen Game For Sound Rob Bridgett shares the lessons to be learned from the production process of “sound designed” films and how the production process in games actually lends itself to more involvement between audio and the other crafts.
Audio Postmortem: Scarface: The World is Yours Rob Bridgett spills the beans on the audio for Radical’s Scarface: The World Is Yours. Of particular interest is his discussion of the game’s unique audio post production period.
Locked and Loaded – Crafting The Sounds for Halo 3 (originally here) Robert Hanson interviews Bungie’s audio department who give an overview of their workplace, tools and methodology.
At the inaugural Develop Conference in Brighton I spoke about the differences between sound in the real world and sound in the virtual worlds that we create. Right on cue, the day before my presentation, Mark Rein, VP of Epic Games, claimed in his keynote session that: “the future of […]
Updating the State of Critical Writing in Game Sound Academic writing on game audio is often out of date due to the lightning fast evolution of the medium. Here, Bridgett refutes some common academic assertions and suggests ways that the accuracy of theoretical writing can be improved.
Establishing an Aesthetic in Next Generation Sound Design
Tips for Game Sound Designers (originally here) Nick Peck’s ten top tips.
Producing Audio for Halo Marty O’Donnell’s post-mortem analysis of the music, sound and dialogue in Bungie’s Halo.