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 , ,

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

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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 , ,

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

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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 , , ,

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

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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

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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 , , , ,