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September 18, 2021
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Dren McDonald's Blog   Expert Blogs


Dren=Nerd spelled backwards: audio nerd, composer, sound designer. Dren has been Audio Director at Loot Drop on the titles Ghost Recon Commander and Pettington Park, and was previously Audio Lead at 6 Waves/Lolapps working on Ravenwood Fair, Ravenskye City and Ravenshire Castle. As an audio independent he's worked on titles such as Skulls of the Shogun, Zoo World 2, Idle Worship, the Tap Tap Revenge series and other titles for Gree, Idle Games, EA, Interplay, The Playforge in addition to composing for other media companies (Nvidia, CBS etc). Dren is also the Director of Development with G.A.N.G. (Game Audio Network Guild). You can listen and watch a lot of his nonsense over at


Expert Blogs

Posted by Dren McDonald on Wed, 05 Aug 2015 01:39:00 EDT in Audio
Another journal entry about the audio development of Gathering Sky, covering audio implementation within Fmod and Java.

Posted by Dren McDonald on Mon, 02 Feb 2015 01:21:00 EST in Audio, Indie
Recording 65 music cues in 2 days with Conservatory musicians in a brand new studio for Gathering Sky...the preparation and the results.

Posted by Dren McDonald on Mon, 05 Jan 2015 01:17:00 EST in Audio, Indie
Gathering Sky : an ongoing indie game development journal chronicling the challenges of audio design without much time or budget.

Posted by Dren McDonald on Mon, 14 Jan 2013 11:52:00 EST in Audio, Social/Online
A reflection on the audio development on Ghost Recon Commander; reconciling a 'core game' audio experience for the Facebook game platform.

Dren McDonald's Comments

Comment In: [Blog - 08/05/2015 - 01:39]

glad you found this helpful ...

glad you found this helpful Rommel - thanks r n r nas for John 's role in this, we can break it down into two parts: 1 the fmod-Java bindings and 2 the sound event hooks. r n r nSo the 1st part was the hardest. As you probably know, ...

Comment In: [Blog - 06/19/2015 - 02:53]

It 's great to see ...

It 's great to see devs posting their experience in hiring audio folks, because I don 't think that inexperienced audio folks tend to believe me when I give advice like wavs in a dropbox folder won 't get you a gig . It 's kind of like giving your ...

Comment In: [Blog - 04/13/2015 - 12:13]

I LOVE the mobile user ...

I LOVE the mobile user scenario - mobile games can 't continue to view themselves in an entertainment vacuum. Also consider the audio pipeline 'waterfall ' at the end of a dev cycle that has to compete with albums that took years to make, or TV shows with months and ...

Comment In: [Blog - 01/05/2015 - 01:17]

Stay tuned for part 2 ...

Stay tuned for part 2 Just laying the groundwork/background on the project with this post, but a lot more details and audio coming in the next one

Comment In: [Feature - 11/07/2012 - 04:00]

Very interesting read, and thanks ...

Very interesting read, and thanks for sparking the discussion. r n r nI 'd like to add that I think when we see game composers start to integrate/implement their own cues and stems into the game, we 'll start seeing a higher level of score sophistication. Some people here have ...

Comment In: [Blog - 09/06/2012 - 10:39]

Great post, thanks for sharing ...

Great post, thanks for sharing your story. Tenacity and persistence are just as important as talent and chops. Also, sometimes it takes a while before we realize what we really want to do with our lives chemical engineering or game audio and it 's a brave act to decide you ...