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