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Author Archives: Rev. Dr. Brad
The Sound Design of Ghost of Tsushima: the Mongol Warhorn
A sound we knew we needed early on was a war horn for the Mongols. It had to be iconic and immediately recognizable so that a player could hear it nearby or in the distance and know “uh oh, there … Continue reading
Posted in Ghost of Tsushima, Sound Design
Tagged ghost of tsushima, warhorn
Website Resurrected!
I don’t think anyone actually reads this site with any regularity if I’m not sharing on the social medias, but my wordpress went down maybe a year ago or so? Probably longer. Looks like my database got corrupted. Finally got … Continue reading
Posted in Uncategorized
Protected: The Sound Design of Ghost of Tsushima: the Furin (windchime)
There is no excerpt because this is a protected post.
Posted in Uncategorized
Wwise Tour 2020: Sonic Storytelling
I finally updated my website’s backend after being on PHP v5.6 (current version is something like 7.4) for far too long. Good news is now you can access the site via https for better security. Now that that is done … Continue reading
Posted in Ghost of Tsushima, Sound Design, Systems Design, Tools/Middleware
Tagged ghost of tsushima, Wwise
Ghost of Tsushima Shipped!!!!
Apologies to the one and a half people that may actually check this blog frequently for new content. Needless to say, I’ve been busy for the past few years working on Ghost of Tsushima. I’m SO excited that it has … Continue reading
Posted in Ghost of Tsushima
The Playstation 1 as you never heard it
The Playstation 1 turned 25 this month, and I was just going through some old recordings when I stumbled upon this gem (warning: it’s a slow build, but it gets loud!): For reference, here’s what that SHOULD sound like: I … Continue reading
Managing Quality of Life (as a Manager)
(this post originally appeared on designingsound.org) We all work in creative fields doing creative work with creative people. Along with that creativity is some semblance, great or small, of technology and the requirement for us to guesstimate the length each … Continue reading
The Feels of Interactive Audio
(this post originally appeared on designingsound.org) [Author’s note: much of what I describe below could be construed as “reactive audio,” not “interactive” because sound is most often reacting to other systems and world parameters rather than directly affecting them in … Continue reading
Dealing with external production issues
(this post originally appeared on designingsound.org) Let’s consider (for the next 178 words) the production process as a river, and we are a drop of water flowing from the beginning of the project to the end. Like every other drop of water, … Continue reading
Evoking Emotion in Pure Sound Design
(This post originally appeared on designingsound.org) When we discuss what makes the sound in any medium: film, music, video game, theater, etc. effective, it usually boils down to one of four aspects, and often all four: the detail in the … Continue reading