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Author Archives: Rev. Dr. Brad
Tutorial: Using Queries in Wwise
This post originally appeared on designingsound.org The Query Editor is a powerful tool within Wwise, yet most people I talk to either aren’t aware of it or never use it. With the Query editor, you can run searches in … Continue reading
Posted in Tools/Middleware
Tagged query editor, tools, Wwise
Quick tip: using templates in Wwise
(this originally appeared as a post for designingsound.org) Like any tool in a game developers toolbox, Wwise is a deep, complex program with an owners manual longer than most novels. Who has time to read through an entire manual these … Continue reading
Posted in Tools/Middleware
Tagged templates, tools, Wwise
Trip report: Satsop nuclear power plant (Glass recording)
On October 6th, I had the privilege to join a few other sound designers (James Nixon, Kristoffer Larson, Pete Comley and Andy Martin) on a trip to the Satsop Nuclear Power Plant out in Elma, Washington about a half hour west … Continue reading
Posted in Field Recording
Tagged field recording, glass, satsop
Best practices in using the PS4 Dualshock controller speaker
The controller speaker in the Dualshock 4 is pretty damn cool, though it’s by no means the first of its kind. The Wii Remote famously had a speaker in it which was used occasionally. The archery and fishing sounds from Twilight … Continue reading
The Sound Design of inFamous Second Son: Video Powers
Of all the powers in inFamous Second Son, Video powers may have been the most esoteric. I mean smoke at least has an analog in fire (and we used some fire elements in both the visual and sound design), but … Continue reading
Posted in inFamous, Sound Design
Tagged Andy Martin, field recording, inFamous Second Son, sound design
The Sound Design of inFamous Second Son: Concrete Powers
It’s hard to believe that inFamous Second Son is a year old already! I’ve been completely lagging on finishing up these posts about the powers design for the game, so let me use this opportunity to make good and present … Continue reading
Posted in Field Recording, inFamous, Sound Design
Tagged Andy Martin, inFamous, inFamous Second Son, sound design
GDC 2015 recap
GDC 2015 has ended and those who weren’t there have gotten their information solely in 144 character fragments. I wanted to write up a quick post of my experiences at the conference, key takeaways, etc. to give those who weren’t … Continue reading
The Sound Design of inFamous Second Son: Neon Power
In contrast to past inFAMOUS games, Second Son was a tricky beast in that our power sets were pretty abstract. Electricity can really hurt someone, but smoke, neon, and video? This was definitely one of the many challenges we faced … Continue reading
Posted in inFamous, Sound Design
Tagged Andy Martin, inFamous, inFamous Second Son, sound design
The Sound Design of inFamous Second Son: Smoke Power
You know how sometimes you have lofty plans to do a project and then months later you think, “What the hell happened? I still haven’t gotten to that thing I meant to do months ago!” Well that’s pretty much where … Continue reading
Posted in inFamous, Sound Design
Tagged Andy Martin, inFamous, inFamous Second Son, sound design
The Evolution of a Feature: Diegetic Music in Infamous Second Son
While I’m proud of so much of the audio design in inFamous Second Son, one feature stands out as a testament to never letting go of a good idea. It was a concept, not new or necessarily innovative, that began … Continue reading
Posted in inFamous, Music, Sound Design, Systems Design
Tagged diegetic music, inFamous, inFamous Second Son, music, sound design