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Nov 16, 2016 |

Hear about Dr. Strange, voice acting, a brand new game audio podcast โ€“ and more โ€“ in these new episodes:

By Asbjoern Andersen
Logos for five podcasts
This weekโ€™s podcast roundup covers all sorts of tech and media with VR, superhero films, MacBook Pro Touch Bars and more. You will hear about the mystical and perspective-shattering sound in Dr. Strange from the Skywalker Sound team, thoughts about guiding players in VR, strange announcements from tech giants Apple and Adobe, things to do and not do in the L.A. VO scene, and introductions from a brand new game audio podcast. Happy listening :)
Soundworks: The Sound of Doctor Strange:

The sound team behind Dr. Strange joins Michael Coleman in this episode of โ€˜Soundworks Collectionโ€™. Supervising Sound Editor Shannon Mills, Sound Designer Nia Hansen and Re-recording Mixer Juan Peralta from Skywalker Sound talk about designing sounds for the challenging and abstract superhero movie that has not only scenes of magic, inter-dimensional travel and atmospheric bad guys, but also car crashes, fights and alternate dimensions that had no CGI when they were first tasked to design them. They also talk about creating sounds for a film that is sure to have future installments and team-ups and how the โ€˜fun appealโ€™ of Marvel movies is what makes them timeless.

Hear the episode:




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The Sound Architect UK: Interview with Fryda Wolff 2!:

Fryda Wolff visits Sam Hughes for another episode of โ€˜The Sound Architect UKโ€™. With her 2000s comedy references and contagious energy, she talks about life on the hamster wheel as a working voice actor in L.A., which includes auditioning from her car and using her plethora of accents in English and Spanish. She also shares her wisdom about voice actors needing to advocate for themselves and lays down some cautionary truths about audiobooks and Fiverr gigs. Plus, she talks about how she keeps her perspective as a sound designer when evaluating her own talent and shares a little about working on AAA games like The Division, Killer Instinct and Mass Effect and the indie game The Park, a psychological indie horror game about postpartum depression.

Hear the episode:



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Soundbytes: Ep. 1, Introduction:

In the very first episode of the โ€˜Soundbytes Podcastโ€™, Barney Oram, Junior Sound Designer at Cloud Imperium Games, and Derek Brown, freelance sound designer/composer, establish their showโ€™s format by talking about their backgrounds in music, their gear and DAWs, and what theyโ€™re currently playing. They talk about how attending conferences is crucial for beginners and freelancers, and how it may include fanboying over Martin Stig Andersen at Play Expo Manchester or hanging out with the guys from Krotos (Dehumanizer) at GDC. Additionally, they take questions from their pre-listeners about the debated necessary of game audio education. *Holds up an ale* Hereโ€™s to a good, long run!

Hear the episode:




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Game Audio Hour: TouchAtmosSwitchVoCo:

Kyle Johnson, Vincent Diamante and Mike Shapiro are the โ€˜Game Audio Hourโ€™ gang this week. Mike shows off the Beep swag he received from supporting the Kickstarter and brings up the idea of having an online viewing party/SoCal BBQ. The guys also discuss the haptic-less Touch Bar on the new MacBook Pro and its possible effects on their workflow. Plus, they mention Adobeโ€™s interesting new software, VoCo, which may have voiceover artists rewriting their contracts โ€“ and with any hope, it will bring us the joy that can only be found in an AIโ€™s creative failures beautifully exampled by Microsoft Songsmith.

Hear the episode:




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Beards, Cats and Indie Game Audio: Ep. 33:

In the newest episode of โ€˜BCAIGAโ€™, Matthew Marteinsson and Gordon McGladdery discuss the life challenges of being in the games industry. Gord talks about dealing with games that sell under expectations and how keeping up with trends doesnโ€™t require dumping creativity. They also talk about Steam Dev Days, Full Indie Summit and GameSoundCon, and how Matt wants to step up his game when it comes to the conference speaking circuit. From the listeners, they take questions about designing musical sounds that meld with the score, guiding the player with sound in VR, layering assets for resource management, and how to successfully start a local meet up. It must also be mentioned that Gord just released his beautifully jovial soundtrack for Viking Squad and everyone should keep their eyes peeled for Audio Bash and Carousel Con.

Hear the episode:



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