Members of the Techland audio team – Wojciech Siadak, Tomasz Gruszka, Filip Hajzer, Edyta Mosińska-Duralska, and Michał Bendnarek – talk about their sound work on Dying Light 2 Stay Human: This includes performing and recording zombie vocals, bridging the main character’s human state and ‘infected’ state, creating dynamic ambiences for an open-world environment, capturing recordings of desolate locations and weapons impacts, building bespoke systems in Wwise to handle crowds, movement, zombie night chase situations, ambiences, breaths/efforts/screams, combat, weapons, using the multi-position mode of Wwise to simulate sounds coming from windows and doors, and much more:
When BlueTwelve Studio’s indie game Stray was released in July, it quickly became the highest user-rated game on Steam. And what’s not to love about this incredibly mesmerizing mix of robots and a lost cat trying to survive in a post-apocalyptic city? BlueTwelve Studio built an immersive world that is easy on the eyes, and ears. Here, sound designer/composer Yann van der Cruyssen and BlueTwelve Studio’s sound designer Raphaël Monnin talk about crafting the sound of Dead City, creating the sound and movements of the cat, designing unique robot vocals, finding creative solutions for technical challenges, and more:
Ron Gilbert and Dave Grossman – two of the original creators of the 1990’s point-and-click adventure game The Secret of Monkey Island – have delivered a new zany Guybrush-led adventure Return to Monkey Island – available now on Steam and Nintendo Switch. The narrative-driven game takes players to new Islands (and back to familiar ones) where they collect items, find clues, and solve puzzles.
Here, Audio Lead Elise Kates (who handled sound design and FMOD implementation) and Ambient Sound Designer Andy Martin talk about blazing their own sonic trail for the IP (and not having to follow what’s already been done sound-wise), creating slimy and gross sounds for Zombies, designing dark magic elements, crafting immersive backgrounds in a 2D environment, using FMOD for implementation, and a whole lot more:
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