Damian Kastbauer's Blog
Damian Kastbauer is a Software Product Manager at Audiokinetic where is he helping to grow Wwise audio authoring with help from the interactive audio community. He spent years as a technical sound designer bridging the gap between content creators and game engines towards a realization of dynamic sound. He is the co-founder of the Game Audio Podcast and author of a two volume collection of articles titled “Tales of a Technical Sound Designer”.
The cancellation of this year's Game Developers Conference was a strong indication of what is now transpiring. The continued isolating measures bring many things into sharp focus, including issues present in our global game development environment.
Whether a layoff has ever affected you directly or not, the reality could someday come knocking. In the first in a two part series tackling change, I'll share some insights culled from my experience with layoffs over the past years.
Between published articles, interviews, and a couple of series, there was more than enough to pull together everything into some semblance of a form. So I self-published a two-volume collection called Game Audio: Tales of a Technical Sound Designer
A follow-up article which presents the results of a survey regarding game audio organizations and gives further voice to the community. It’s my hope that continued discussion can influence the future of the organizations that represent game audio.
Amidst feedback from some that the sense of game audio community is stronger now than it ever has been, it's my hope that we can extend those good feelings into all of the dark corners of game audio and optimize our organizations.
Now that 2010 is closed out, I just wanted to take a second and round up a batch of links to various projects that I was involved with and get them all lumped into a 'splosion of game audio.
Damian Kastbauer's Comments
[Blog - 02/22/2016 - 07:51]
I 'd like to serve ...
I 'd like to serve myself a steak slathered with buttercream icing. r n r nThanks for exposing your creative process and interaction with the developers.
[Feature - 07/03/2013 - 03:55]
I agree, advancement in audio ...
I agree, advancement in audio processing support has lagged behind support for fancy pixels on the screen. Whether it 's dedicated hardware, or pure CPU, the resources are usually reserved for graphics. Both the original Xbox and rumored Xbox One have dedicated hardware specifically for use by audio. Even without, ...
[Blog - 11/17/2011 - 09:08]
[Blog - 12/05/2010 - 01:35]
Great article, I love your ...
Great article, I love your examples and the way you used them to illustrate the different ways that sound communicates the experience to the player. I did a bit of research into this earlier this year and was fascinated with how differently footsteps are handled between different genres, as well ...
[Blog - 03/04/2010 - 10:24]
[Feature - 02/25/2010 - 04:55]
Some great suggestions for solving ...
Some great suggestions for solving the oversaturation/ creative fatigue problem. I agree that experience of tunnel vision tunnel listening during the course of a project can benefit greatly from others perspectives. I've found that just watching people play and the resulting sounds is often a way to take a step ...