Alex Riviere's Blog
Audio Director (currently CCP Games) making noises, managing smart noisy people, and who likes to blog about game-audio and game development from time to time.
You can follow me on Twitter @AAAlexRiviere, or add me on Linkedin: www.linkedin.com/in/alexriviere
What's the difference working with Virtual Reality compared to flat-screen games except for Binaural positioning? This article shares insights on creating audio for VR Games.
This article is an attempt to shed some more light on the VR motion sickness subject and hopefully help game developers find a better approach when it comes to design their VR game with motion sickness constraints in mind.
Loudness standardization has started for regular console games based on broadcast standards. Those standards being primarily set for television, should VR games, as part of a new form of media, adopt its own legislated standard(s)?
VR developers need to simulate the perception of being physically present in a virtual environment: we call this the sense of presence. Simulate presence is a real challenge, and audio plays a major role in the path of reaching this ultimate goal in VR.
Hope it will help aspiring game audio professionals know that even if you don’t have the experience and knowledge in gaming at first, as long as you’re willing to learn and work hard, you can certainly find yourself a place in this industry.
Alex Riviere's Comments
[Blog - 12/07/2016 - 11:41]
Weiwei 65292 20320 22909 65281 ...
Weiwei 65292 20320 22909 65281 r nNo problem of course, go ahead. Feel free to send the link of your translation as well when ready. r nAll the Best.