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Beyond The Button Press
by Jesse Harlin
[10.20.09]
What opportunities are there for games that innovate using audio? LucasArts' Jesse Harlin takes a look at what new audio control possibilities technology has brought us, in this article originally published in Game Developer magazine recently.
[6]
Audio
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Postmortem: ACE Team's Zeno Clash
by Carlos Bordeu
[10.08.09]
ACE Team's Zeno Clash story holds intriguing lessons for indie startups on the merit of keeping true to one's artistic vision -- and on the unpredictability of the design process.
[10]
Audio, Game Design, Postmortem, Production, Visual Art
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Game Audio Contracts
by Duane Decker
[10.02.09]
Contracting audio designers and directors lets developers and publishers get all the quality of professionals at less expense -- we look inside the crucial game audio contract for both sides.
[6]
Audio
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Dynamics of Narrative
by Rob Bridgett
[09.24.09]
What can the well-established techniques of other media teach developers about game audio? Exploring structure, dynamic range and other ways to put the 'sound' back into sound design.
[5]
Audio, Game Design
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Gaming the System: How to Really Get Ahead in the Game Industry
by Brandon Sheffield
[09.16.09]
In this article, originally published in Game Developer magazine, pseudonymous developers of all levels share their honest, sometimes cutting thoughts on what it takes to truly succeed in each game industry discipline.
[22]
Audio, Business, Game Design, Programming, Production, Visual Art
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The Game Audio Mixing Revolution
by Rob Bridgett
[06.18.09]
Where's game audio heading? Veteran audio designer Bridgett (Scarface) gathers mixing case studies on titles from LittleBigPlanet to Fable II<, and concludes by looking at the next 5-10 years in the field.
[7]
Audio
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Dynamic Game Audio Ambience: Bringing Prototype's New York City to Life
by Scott Morgan
[06.04.09]
In a fascinating, in-depth audio article, Radical's Morgan explains the detail that went into creating the complex ambient sound for the troubled cityscape in action game Prototype.
[8]
Audio, Game Design
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The Future Of Game Audio - Is Interactive Mixing The Key?
by Rob Bridgett
[05.14.09]
In the first part of a new analysis, high-end game audio veteran Rob Bridgett (Scarface, 50 Cent: Blood In The Sand) examines Skywalker Sound's mixing on the remastered Ghost In The Shell movie, then extrapolates to ask - is real-time mixing of sound effects, music and dialog in games an important part of the future of AAA game audio?
[5]
Audio
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The Three Rs of Audio Leadership
by Jesse Harlin
[04.24.09]
What are the key things you need to work as a video game audio lead? LucasArts' Jesse Harlin picks the 'three Rs' that he thinks game audio managers need to have.
[3]
Audio
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