Award-winning Audio Designer Gary Miranda shares his approach to collaborating with game teams to craft immersive sonic universes. He talks about effectively collaborating with in-house game audio departments, shares his views on creating immersive game audio, getting the most from middleware, what changes he’d like to see in game audio, and more!
Read MoreHow to Build a Strong Game Audio Portfolio – an insightful guide by Paul Boechler:
Senior Sound Designer Paul Boechler – who’s worked on AAA-games like ‘FIFA’, ‘Need for Speed’ (2015), and EA’s ‘skate.’ – shares tips and advice on creating effective game audio reels to help you put your best foot forward as a job seeker:
Read MoreCrafting the Authentic Sound of ‘Assassin’s Creed Mirage’ – with Ubisoft Bordeaux’s Game Audio Team
Ubisoft Bordeaux’s game audio team on “Assassin’s Creed Mirage” talks about how they created the sound of ninth-century Baghdad (including building believable, multi-national crowds), what went into designing their ambience and Foley systems to support the stealth and parkour-focused movements, how they created the sound of the new ability ‘Assassin Focus,’ how they incorporated Arabic musical instruments into the UI sounds, and so much more!
Read MoreCreating Better Spatial Audio Experiences
Ira Bolden talks spatialization and immersive audio formats, binaural audio for games, using AI to create personalized HRTFs (head-related transfer functions), and more:
Read MoreBehind the Haunting Sound of Alan Wake 2 – huge interview with the audio team at Remedy!
Gamers are thrilled with Remedy Entertainment’s new survival horror game ‘Alan Wake 2’. This in-depth interview with the sound team – led by Audio Director Richard Lapington – covers their many creative and technical achievements for the game – from custom diegetic music to live-action versus gameplay aspects to sound designed elements and much, much more.
Read MoreSynthesizing COCOON’s Surreal Game Audio – with Jakob Schmid and Julian Lentz
Go behind beautiful indie puzzler COCOON’s fully synthetic sound approach, hear how the team designed software synths for the generative music system, crafted mysterious alien worlds, and much more!
Read MoreHere’s what’s new in REAPER 7 – an excellent video overview by Jon Tidey
There are a ton of great new features in REAPER 7 – learn much more in Jon Tidey’s detailed overview here:
Read MoreThe Present and Future of Unreal Engine Audio – with Epic Games’ Director of the Audio Engine & Tech Aaron McLeran
Discover what’s new – and what’s ahead – when it comes to Unreal Engine audio, in this in-depth presentation by Aaron McLeran:
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