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Category Archives: Sound Design
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
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 field recording, sound design
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 field recording, snowboarding, Unity
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 occlusion, psuedo-occlusion, scripting, skateboarding, systems design, Unity
Creating seamless loops in Sound Forge
This is a simple trick I’ve used for years. It’s straightforward, but my designers and interns I’ve showed it to have appreciated it as a quick, easy, intuitive way to create seamless loops every time. This method is useful mostly … Continue reading
Posted in Sound Design
Tagged sound design, Sound Forge, tips and tricks
Adventures in the Field, Volume 1: Skateboarding
Undoubtedly, one of the most enjoyable, fun aspects of being a sound designer is field and foley recording. Perhaps one of the fondest memories of my career was when I was working for Konami in Hawaii. We were doing a … Continue reading
Posted in Field Recording, Sound Design
Tagged field recording, skateboarding