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Michael Theiler's Blog

 

STUDIO DIRECTOR

At Kpow Audio, we specialize in audio for games. We bring intelligence, creativity and innovation to your projects. Formed after a successful stint working on the audio for LA Noire, we are now seeking projects that have an artistic, creative and intelligent bent.


SOUND DESIGN

Sound Designer attempting to focus on the artistic side of Sound Design, bringing out aspects of character; their motivations, desires and reasons for being in the world constructed. Equally important to me is describing the truth of the world through realistic and non realistic audio, working to illuminate the other disciplines, and strengthen the whole through precise, ideologically synced, well planned sound.

Quality and depth of audio comes from the quality of the material used, what tools are chosen to shape this raw material, how it is layered with other, similarly shaped and caressed singular audio objects, to eventually make the sound components that are organized temporally to make the sound design.

Specialties: As sound designer, my strengths are in looking at the overall arc of a project, and conceptualizing the direction of the sound design for the project - the way it shifts, contrasts, highlights, embellishes, gets behind, punches through.

 

Member Blogs

Posted by Michael Theiler on Mon, 21 Jan 2013 06:10:00 EST in Audio, Design, Production
As games grow up, their development evolves. Departments work together more closely, and this sparks exciting times ahead for collaboration. Here are some thoughts on the the audio departments potential to inform design and production.


Posted by Michael Theiler on Mon, 31 Dec 2012 05:16:00 EST in
I explore the creation of ambient audio for games. Using examples from my work on LA Noire and the soon to be released The Banner Saga, I look at the concerns and issues one should keep in mind when creating ambient audio.



Michael Theiler's Comments

Comment In: [News - 03/04/2013 - 09:19]

Hi Ariel : r nI ...

Hi Ariel : r nI 'm not sure Stoic need to make any excuses. I can see how people could feel discontent about not getting the product they want fast enough, certainly. But in the case of The Banner Saga, of which I am totally biased as I am working ...

Comment In: [Blog - 12/31/2012 - 05:16]

Hi Ariel. Perhaps it would ...

Hi Ariel. Perhaps it would have been more accurate for me to call it a generative system rather than procedural. None of the ambience it synthesized, its all made up of small samples. These are added to FMOD Designer as SDI 's, and I have a mammoth ambience event in ...

Comment In: [News - 12/06/2012 - 02:07]

This is a great achievement, ...

This is a great achievement, and a testament to Austin 's work ethic, creative skill, and understanding of games as a medium. Austin creates scores for linear media also, but it is his undeniable creative abilities in creating beautiful scores paired with his understanding of dynamic game structures and composing ...

Comment In: [News - 11/05/2012 - 03:28]

Is that the extent of ...

Is that the extent of your discussion on the collaboration between music and sound design in games

Comment In: [Feature - 11/07/2012 - 04:00]

This is the best critical ...

This is the best critical piece of writing on game dev practice I have read on Gamasutra. It encapsulates my fumbling philosophies on this subject perfectly, and much more eloquently and precisely than I ever could. r n r nI particularly liked the contrast between the great film composers and ...

Comment In: [Feature - 10/10/2012 - 04:00]

I find inspiring how creative ...

I find inspiring how creative you were with what you recorded. Great ingenuity in the sounds recorded r n r nOne point you make that I think is very important for games trying to breath life into their worlds if ambient creatures are added to the world, they are perceived ...