Getting the Most from Your Sound Designer13 by Keith Moore[08.07.12]
Working with an external sound designer? This article by audio professional Keith Moore explores the other end of the collaboration -- what can go wrong on a project and why, and how to minimize communication difficulties and reach results that both parties are happy with.
Creating Audio That Matters2 by Caleb Bridge[07.17.12]
What goes into the creation of audio that really sticks with players and brings more to the game? Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore the issue across three very different titles.
Notes from the Mix: Prototype 24 by Rob Bridgett[06.20.12]
The audio director on open world game Prototype 2 shares a crucial revelation about how to create a consistent soundscape for his game across all different sections -- and explains in depth how he achieved that great mix.
A Revolution in Sound: Break Down the Walls!6 by Rob Bridgett[05.16.12]
Rob Bridgett, audio director on Prototype 2 issues a rallying cry for the mixing of the audio discipline with the rest of the studio, and opening up the closed studio space to collaboration -- perhaps even suggesting a fundamental change in studio structure.
How Does In-Game Audio Affect Players?15 by Raymond Usher[04.18.12]
What effect does in-game audio have on players? Audio expert Raymond Usher (Grand Theft Auto: Vice City, Crackdown) shares the results of a study in which players were monitored while playing three games -- Osmos, FlatOut, and Amnesia -- with audio and without.