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 ,

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 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