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Category Archives: Sound Design
The Sound Design of Ghost of Tsushima: Bloopers
No five year long project would be complete without at least a few goofy bloopers. There were so many more that we just didn’t capture, but I hope this brings a smile to your face. For me, it is just … Continue reading
Posted in Ghost of Tsushima, Sound Design
Tagged bloopers, ghost of tsushima
The Sound Design of Ghost of Tsushima: Crafting the Ambience
To be honest, when we first started making Ghost of Tsushima, I was probably most excited about the possibility of traveling to Japan to capture ambience. We sent two teams over to Tsushima and throughout Japan but I didn’t get … Continue reading
Posted in Field Recording, Ghost of Tsushima, Sound Design
Tagged ambience, field recording, ghost of tsushima, sound design
The Sound Design of Ghost of Tsushima: Fake Birds
The natural world we built for Ghost of Tsushima is one of the sonic highlights for me. The world is lush and full of so many different species of birds, insects, amphibians and mammals, many of which were recorded in … Continue reading
Posted in Ghost of Tsushima, Sound Design
Tagged fake birds, ghost of tsushima, sound design
The Sound Design of Ghost of Tsushima: Horses
One of the first decisions made on Ghost of Tsushima was that our main means of fast locomotion in the game would be horses. It made sense since that was what was used by both Mongols and Japanese warriors in … Continue reading
Posted in Field Recording, Ghost of Tsushima, Sound Design
Tagged field recording, ghost of tsushima, horses, sound design
The Sound Design of Ghost of Tsushima: Dogs
The dogs in Ghost of Tsushima are fun to talk about because, like so much of the soundscape of the game, we started with a lot of research and then recording them was a blast. Let’s just ignore the fact … Continue reading
Posted in Field Recording, Ghost of Tsushima, Sound Design
Tagged dogs, ghost of tsushima, sound design
The Sound Design of Ghost of Tsushima: Combat Impacts
We knew as soon as we began working on Ghost of Tsushima that swordplay would be a major part of the game and that the swords had to sound dangerous. We had been working on some close quarters sword-based combat … Continue reading
Posted in Ghost of Tsushima, Sound Design
Tagged combat, ghost of tsushima, sound design
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
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
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