(game developer with a specialisation in game audio)
Using the studio as an instrument can transform a dull or lifeless sound into a thundering bass to describe a cavernous underground structure.
Watch this step by step tutorial and learn how I’ve used processing and layering to create an atmospheric ambience from basic sounds.
The video contains a 45 minute breakdown of a single 6 minute track with before and after comparisons and full demonstration of all plug-ins and settings used.
This ambient music creation tutorial and breakdown is intended for viewers of all experiences with detailed explanations of intentions, changes and examples of what each plug-in contributes.
Album available on Bandcamp:
The goal of mixing is to achieve storytelling that clearly highlights the core emotional context of a presentation, while consistently communicating player relevant information.
I wrote a guide to shed light on common pitfalls and lessons learned from mixing games. I've kept examples and solutions high-level as to be broadly useful on diverse projects.
Hopefully a helpful read for your #gameaudio mixing projects!
Click here to read article on linkedin (opens in new window)
When creating UI audio, I think of user interaction as a means to organise specific tasks, into particular sequences. The user will associate between actions and the UI screens that accommodates them over time. Sonic branding can reinforce learnings and underline those connections. I've designed all of Elite Dangerous' UI around such principals.
Click here to read the full article
Using spectral analysis, players of the game have discovered signals in the debris fields of recently destroyed Thargoid-Titan ships.
Follow the story on Reddit (opens in new window)