Author Archives: Rev. Dr. Brad

Vision through Sound

I was asked to join Lacuna Observatory, an artist collective a while back and we just had our first show exploring the spaces between dreams and the waking state. While I showcased a couple sculptures I created for the show, … Continue reading

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Ghost of Yotei announced!

It was an exciting week for me and all of us at Sucker Punch, as we finally announced our new project. Ghost of Yotei to the world! I look forward to doing some deep dives into the new systems and … Continue reading

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Ghost of Tsushima podcasts!

I’ve long been a fan of Sam Hughes’ Sound Architect podcast. He always asks great questions and the results are informative discussions with very talented audio people. I was pleasantly surprised when he reached out asking if I’d like to … Continue reading

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The Mix of Ghost of Tsushima

[editor’s note: This was originally published here on June 9, 2021]. It’s hard to believe Ghost of Tsushima is almost a year old already! It came out on July 17, 2020. We started planning for the final mix in February … Continue reading

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The Sound Design of Ghost of Tsushima: Bloopers

No five year long project would be complete without at least a few goofy bloopers. There were so many more that we just didn’t capture, but I hope this brings a smile to your face. For me, it is just … Continue reading

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The Sound Design of Ghost of Tsushima: Crafting the Ambience

To be honest, when we first started making Ghost of Tsushima, I was probably most excited about the possibility of traveling to Japan to capture ambience. We sent two teams over to Tsushima and throughout Japan but I didn’t get … Continue reading

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The Sound Design of Ghost of Tsushima: Fake Birds

The natural world we built for Ghost of Tsushima is one of the sonic highlights for me. The world is lush and full of so many different species of birds, insects, amphibians and mammals, many of which were recorded in … Continue reading

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The Sound Design of Ghost of Tsushima: Horses

One of the first decisions made on Ghost of Tsushima was that our main means of fast locomotion in the game would be horses. It made sense since that was what was used by both Mongols and Japanese warriors in … Continue reading

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The Sound Design of Ghost of Tsushima: Dogs

The dogs in Ghost of Tsushima are fun to talk about because, like so much of the soundscape of the game, we started with a lot of research and then recording them was a blast. Let’s just ignore the fact … Continue reading

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The Sound Design of Ghost of Tsushima: Combat Impacts

We knew as soon as we began working on Ghost of Tsushima that swordplay would be a major part of the game and that the swords had to sound dangerous. We had been working on some close quarters sword-based combat … Continue reading

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