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Building invisible audio Fabergé eggs that end up in homes across the planet, leaking sound goo onto living room walls and under granite turntables with mind boggling efficiency.
Damian is a freelance technical sound designer working with the Bay Area Sound Department pulling off cool implementation tricks, experimenting with noise, and spreading the word about interactive audio. His contributions to the art of implementation can be heard in Conan, Star Wars: The Force Unleashed, and The Saboteur, among others, while additional articles on Technical Sound Design can be found linked at www.lostchocolatelab.com.
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Member Blogs
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Game Audio Rewind: 2010 |
| Posted by Damian Kastbauer on Tue, 04 Jan 2011 09:43:00 EST in
Audio
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| Now that 2010 is closed out, I just wanted to take a second and round up a batch of links to various projects that I was involved with and get them all lumped into a 'splosion of game audio. |
| Read More... | 0 Comments |
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Procedural Sound Now! |
| Posted by Damian Kastbauer on Fri, 24 Sep 2010 11:14:00 EDT in
Audio
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| Procedural Sound is a topic that I feel has a great potential to solve some of the challenges facing game audio. It's with optimism that I set upon trying to raise awareness of some of these techniques and technologies available. |
| Read More... | 0 Comments |
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Footsteps – Informal Game Sound Study |
| Posted by Damian Kastbauer on Tue, 30 Mar 2010 10:17:00 EDT in
Audio
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| With a soft eared attention to detail we'll delve into the details of movement design from a systems perspective, and try to define some common practices. |
| Read More... | 0 Comments |
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Game Audio Podcast |
| Posted by Damian Kastbauer on Tue, 16 Mar 2010 04:04:00 EDT in
Audio
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| The Game Audio Podcast is targeted at industry professionals interested in topics involving interactive sound and music in games. |
| Read More... | 1 Comments |
Damian Kastbauer's Comments
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Comment In: Designing the Boot Sound for the Original Xbox [Blog - 11/17/2011 - 09:08]
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The Xbox synthesis chip called ... The Xbox synthesis chip called MCPX Master Control Program Xbox See you on the game grid .end of line. |
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Comment In: The Sound Beneath Our Feet [Blog - 12/05/2010 - 01:35]
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Great article, I love your ... Great article, I love your examples and the way you used them to illustrate the different ways that sound communicates the experience to the player. I did a bit of research into this earlier this year and was fascinated with how differently footsteps are handled between different genres, as well ... |
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Comment In: In The Loop: Planning for Feedback in Video Game Audio Production [Feature - 02/25/2010 - 04:55]
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Some great suggestions for solving ... Some great suggestions for solving the oversaturation/ creative fatigue problem. I agree that experience of tunnel vision tunnel listening during the course of a project can benefit greatly from others perspectives. I've found that just watching people play and the resulting sounds is often a way to take a step ... |
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Comment In: Will You Create a World of Consumers or Contributors? [Blog - 02/21/2010 - 09:00]
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Thanks for the point of ... Thanks for the point of view Reid, always great to get your perspective This evokes some interesting insights, and at the end nails I think some of the fundamentals which must be facing nearly all game creators: What does your game design communicate What are we teaching What feelings are ... |
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Comment In: The Next Big Steps In Game Sound Design [Feature - 01/28/2010 - 04:30]
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@John Thanks, I learned it ... @John Thanks, I learned it from watching you @Tomas Well, as long as you were busy enabling creative audio tech I think we can all forgive you. : I also think you have nailed it in your comment, all the features and functionality in the world don't mean a thing ... |
[More Damian Kastbauer Comments]
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