
How we used AI to improve dialogue management for Pagan Online
How we used AI to improve dialogue management for Pagan Online
How we used AI to improve dialogue management for Pagan Online
Quantum Break Interview with Richard Lapington
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.
Hybrid Procedural Sound 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.
Video Games and Loudness Standards: Interview with Sony’s Garry Taylor Mike Taylor gets the lowdown on the recommended mix spec being implemented at Sony’s first-party studios from Garry Taylor, Audio Director for Sony WWS Europe.
Trinity of Battlefield:Bad Company 2 Audio Ben Minto from DICE discusses the evolution of a couple of sounds in Battlefield Bad Company 2.
Backstage With The Audio Of Guitar Hero 5 Tom Parker on the tech behind Guitar Hero 5.
Charles Deenen Special: The Future of Sound Design in Video Games [Part 1]
Breaking the 64 Spatialized Sources Barrier
Shooting from the Hip: An Interview with Hip Tanaka
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