This will be the first post in a new format for Creating Sound news entitled This Week In Audio. What is This Week In Audio? Well, it is a collection of audio related blogs, articles, documents, microfiche and videos that have popped up throughout the week on the interwebs. It has then been pasteurized, packaged and brought to you in one easy to find place. So, without further delay, let’s see what this week has manifested.
Opposite Alcove – The Sound design of Antichamber
Kill Screen brings more game audio goodness this week with “Designing the Sound of the Impossible,” an interview with Robin Arnott, audio designer on Antichamber. Those interested in designing impossible things should give this a read. Those hoping to be the first to sound design the impossible, better luck next time. Now, I haven’t played Antichamber yet but this article certainly has me intrigued and puzzled.
Deeper and Spacier x 3 – Dead Space 3
The Dead Space franchise has always been a benchmark for great game audio and the next installment appears to be no different. The video below, brought to you by Kill Screen, focuses on the audio of Dead Space 3. Take a trip with Nick Lavier (Audio Director) and David Lowmiller (Senior Sound Designer) as they show a sneak peak at how they create the audio a.k.a. the emotional framework of the game. There is a really juicy bit at ~5:41 where they show nanoseconds of custom tools and the debug spew of the dynamic audio parameters during combat. Look at those variables fly! The blurred camera shots and obscure angles really provide tension during that segment.
So Cold In The D – Field Recording In Cold Conditions
When life gives you cold weather Canada makes lemonade. Did that make sense? Probably not. Anyway, the fine folks at Azimuth Audio have posted what is essentially a survival guide to field recording in extreme cold. Everything from percent humidity in gear, lithium vs. alkaline batteries, recording techniques, and proper clothing is covered. I can personally recommend a set of convertible gloves/mittens, they are both stylish and life changing.
(Initium x Initium) – Interactive Audio Postmortem On Initium Squared
This Gamasutra blog by Alexander Brandon is a great example of turning retired game projects into successful audio demos. I have been a huge proponent of creating interactive demos for a long time. Get your hands dirty in a game engine, any game engine, right now. Like now, stop reading this. It is one of the best ways to demonstrate the breadth of your game design and game audio knowledge. By the end of this blog I was running around showing some my workmates my crusty old UDK and Unity demos. One of the hurdles that we are close to overcoming, but not quite there yet, is the method of delivering an interactive demo. Although game engines such as Unity have certainly simplified the process by creating a means of easily exporting to multiple platforms there is still a barrier to entry. With required plugins and anemic internet speeds, the Soundcloud/video linear format demo is still reigning supreme, but not for long.
Just to go out with a bang..
Step your midi-controller game up - Tristan Shone
If your midi-controller doesn’t have some type of 5-foot steel piston mechanism you probably got ripped off and you’re doing it wrong. Now watch this.