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Tag Archives: sound design
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 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
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