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Door Slam A massive metal door slammed shut with rattling elements included for effect. Designed for "The Recordist Special Edition SFX Library". [MP3]

Dungeon Siege effect
Composite sound effect designed for Dungeon Siege. The first sound is the attack zap. The second sound is the impact on the robot. The third is the falling apart of the unit. [MOV]

Enormous explosion
Very large explosion for building or bridge destruction. Designed for close proximity and distant explosions, retaining the heavy sub-harmonic character of the sound when far away. [MP3]

Flakgun firing A large gun firing, with reload. Can also be used in a repeating manner. [MP3]

Goop_rifle A charging sound for a rifle that shoots toxic goop. [MP3]

Shock rifle A large futuristic electric shock gun shooting. [MP3]

Shotgun A generic military shotgun firing. Designed for multi-pitched playback. Lots of low-end included but no over-powering. [MP3]

Hatch_locking A metallic spaceship hatch closing. [MP3]

Hit_rock A massive metal hit with debris elements. Can be used for a large claw hitting the ground or a large weapon/axe impact. [MP3]

Screaming jet_flyby
A military jet fly-by at high speed. Designed for "The Recordist Special Edition SFX Library". [MP3]

Missile_firing A vehicle based missile firing. Somewhat distant, can be used close range. [MP3]

Incoming missile_flyby
A missile in flight and then passes by at close range. Designed for "The Recordist Special Edition SFX Library". [MP3]

Sci-fi_metallic_clunk
A large metal impact. Could be used as a spaceship cargo door closing. Designed for "The Recordist Special Edition SFX Library". [MP3]

Hugh footsteps Huge monster or robot footstep on a metal surface with some debris included for effect. [MP3]

Wood_cracking A large tree or wood beam cracking and falling apart. Designed for "The Recordist Special Edition SFX Library". [MP3]

 


Game Development Gallery

Music & Sound Effects Gallery


Frank Bry
Owner
Creative Sound Design

Home: Dover, Idaho

Email: frank@therecordist.com

Web: http://www.therecordist.com

Current Projects:

NDA Applies.

Credits:

2002: Metroid Prime (Nintendo/Retro Studios) - Sound effects design, Unreal Tournament 2003 (Epic Games/Digital Extremes) - Sound effects design, Neverwinter Nights (BioWare Corp.) - Sound effects design, Dungeon Siege (Microsoft) - Sound effects design, dialog editing and FMV, Unreal Warfare Epic Games - Sound effects design.

2001: Magic Artist Deluxe Cartoon (Disney Interactive) - Sound effects design, Magic Artist Deluxe (Disney Interactive) - Sound effects design, Escape Factory (Valve Software) - Sound effects design.

1999
Total Annihilation Kingdoms (Cavedog Entertainment) - Supervising sound designer.

1998
The Core Contingency (Cavedog Entertainment) - Supervising sound designer.

1997
Total Annihilation (Cavedog Entertainment) - Supervising sound designer.

1996
GeoSafari Animals (Educational Insights) - Sound effects design, Castle Infinity (Starwave Corporation) - Supervising sound designer, Peter Gabriel's Eve (Starwave Corporation) - Sound effects design, Muppets Inside (a Jim Henson Product).

1995
ions - Supervising sound designer, Sting - All This Time (Starwave Corporation) - Supervising sound designer, Clint Eastwood (Starwave Corporation) - Sound design, dialog editing and FMV.

Bio:

Creative Sound Design evolved from Frank Bry's beginnings as a musician in rock bands and as a live sound engineer and as owner of his own recording studio. Frank moved from Massachusetts to Seattle in 1989 and began recording sound effects for sound libraries and doing sound design for video and radio. He also continued to work as a recording and mixing engineer for record projects and to create digital sound sample offerings for digital sampling keyboards. He expanded into custom sound effects design and recording for leading sound effects CD library developers.

While working for Starwave Corporation as its lead sound designer, Frank worked on his first game project: Castle Infinity. After leaving Starwave, he did his first independent game sound design project, Cavedog's Total Annihilation. Using his imagination , creativity and technical expertise, as well as his background in music and sound recording, Frank has recently been the sound designer for Nintendo's Metroid Prime, Microsoft's Dungeon Siege, and BioWare's Neverwinter Nights.

Why I Got into the Industry:

I sort of fell into it. Years of music recording and engineering led to recording real-world sound effects which led to sound for picture and then on to game sound design.

Tools I Can't Live Without:

Pro-Tools Macintosh G4 Plug-Ins, Emulator 3x, Microphone, and DAT recorder.

Favorite Game Audio:
None in particular.
Inspiration:
The Universe.
Music I Listen To While Working:
None.


 


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