Shadow of the Tomb Raider was released on September 14th 2018, we are super excited and happy about it, and a lot has happened since then already! Here is a bit of a summary : Our first nomination for best audio is already here! Time to vote on the Golden Joystick Awards page 🙂 *** [...]
Category: Game Audio
What it means to be a ‘one-person’ audio department
I recently published an article on The Sound Architect website, about what it means to be a 'one-person' audio depart in a videogame studio. This is based on my experience while working in DIGIT Game Studios and is meant to give some insight on the game audio workflow, and provide an overview of the [...]
PLAY Expo Manchester
On 8-9 October took place the PLAY Expo event in Manchester, where The Sound Architect organised and put together a full 2 days of presentations and interviews. I had the opportunity to attend and listen to the valuable insights shared by the guest speakers and interviewees, as well as discuss and socialise with fellow game [...]
How to make the most of Reaper as a Sound Design tool – Part 2: The Workflow
The second article of my two part series on making the most of Reaper for Sound Design is now up on the A Sound Effect Blog! You can access it from here. While the first part is about getting set up and started using Reaper, this second part reveals some useful workflow tips and tricks [...]
How to make the most of Reaper as a Sound Design tool – Part 1: Getting Started
I have recently contributed to the A Sound Effect Blog with a 2 part series article on how to make the most of Reaper as a sound design tool. The first article looks into getting started using Reaper and the initial set up. You can find it here. The second will be up in about a [...]
Loudness and metering in game audio
This post is not a tutorial on loudness and metering in game audio. It is rather about sharing my findings on something I am currently researching on, hoping it can help those of you who would be in a similar position as me. I will definitely revisit this post at a later stage of my [...]
Audio processing using MaxMSP
If you follow me on twitter, you will have seen a few recent tweets about my latest experiments with Sci Fi bleeps and bloops. I created a MaxMSP patch that allows me to process sound files in such a way that the original file is nearly unidentifiable, and the results sound nicely tech and Sci [...]
Game Audio Asset Naming and Organisation
Whether you are working on audio for an Indie or a AAA title, chances are you will have to deal with an important amount of assets,which will need to be carefully named and organised. A clear terminology, classification and organisation will prove to be crucial not only for yourself and find your way around [...]
Profiling, Troubleshooting and Debugging using Wwise
As a guest contributor on the Audiokinetic Blog, I recently published this post about profiling, troubleshooting and debugging using Wwise. Check it out for some tasty game audio tricks! 🙂
Getting started in Game Audio
This post is for those of you who are passionate about sound, and are wondering how to become a sound designer for videogames, where to start, how to enter the industry, what software and tools you need to know, who to talk to, etc. I get these kinds of questions a lot, and although there is no [...]