Author Archives: Rev. Dr. Brad

Adventures in Foley: The Tumbling Machine

A few months ago we were recording some sounds for inFamous Second Son, when I realized how challenging it is to get continuous debris recordings in a tiny recording booth. Inspired in part by the ArenaNet team’s field recording journal … Continue reading

Posted in Field Recording, Sound Design Tagged ,

Expectations of Perception

Recently I was working on a project in which a country road had a small drainage ditch to the side of it with flowing water in it. I looked at it once, and instantly thought, “I need to add a … Continue reading

Wwise HDR best practices

Audiokinetic has released Wwise 2013.1 with many new features, among them PS4 support, ITU BS 1770 compliant loudness meters and HDR audio. We worked with Audiokinetic to develop the HDR feature set over the past year and now that it’s … Continue reading

A sound designer is born: my origin story, or how to get lucky and lie your way to success

During GDC this year and the week after I ended up telling the story of how I got into the industry a few times, so I decided to commit it to the ether for posterity or some false sense of … Continue reading

Modulation in Wwise

One of Wwise’s few shortcomings is its current lack of support for LFOs. Modulation can be a godsend to make looping static sounds feel way more dynamic and alive. (an example using volume, pitch, and lpf is here). I wanted … Continue reading

The future of next-gen sound blah blah blah

Sorry, I couldn’t resist being a little snarky as I typed that title out. Every time there’s a new generation of consoles on the horizon, words begin to flow about what “next-gen” means in relation to (insert your discipline here).  … Continue reading

…introducing what I’ve been doing for the past year!

As most people know, Sony introduced the Playstation 4 last week which means the veils of silence and secrecy have been lifted and I can FINALLY divulge the project and platform I’m working on. I’m really excited about the project … Continue reading

An homage to the best boss I’ve ever had

Let’s face it, if you’ve been in the industry for a while, you’ll know how tumultuous it can be. Studio upheavals, shutdowns, re-organizations, corrections of vision, layoffs…call them what you will, but chances are you’ve seen a few. It’s an … Continue reading

Adventures in the Field, Volume 2: Snowboarding

While we were working on the skateboarding game back at Free Range Games, we were hoping it would take off and they’d ask us to do a snowboarding game (it didn’t, but as a stopgap we ended up making SummitX … Continue reading

Posted in Field Recording, Sound Design Tagged , ,

Psuedo-Occlusion in Unity

Unity is an awesome engine for quickly iterating and building game content. The audio features have definitely improved over the years, but it’s still rather limited in many ways.  Randomization of pitch, volume, lpf, or even sounds can only be … Continue reading

Posted in Sound Design, Systems Design Tagged , , , , ,