Global Audio Director at CCP Games
I make noise, manage noisy people, and like to blog about game-audio, game development, virtual reality, sound design, music or voice-over.
French born audio artist, I've spent a quarter of my life in China, am an Olympique de Marseille football fan, practice Muay Thai, play video-games, and am totally un-beatable at Fifa.
You can follow me on Twitter @AAAlexRiviere, or add me on Linkedin: www.linkedin.com/in/alexriviere
Gamasutra says I am an Expert Blogger, I'd say I am an Expert Audio Artist who casually likes to blog about audio or game development related stuff, because sharing our knowledge with other devs would possibly help to make better games.
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.
[Blog - 12/07/2016 - 11:41]
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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.