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published 9 months, 23 days ago, submitted by ElementCy ElementCy 9 months, 23 days ago

gamasutra.com — In the first part of a new analysis, high-end game audio veteran Rob Bridgett (Scarface, 50 Cent: Blood In The Sand) examines Skywalker Sound's mixing on the remastered Ghost In The Shell movie, then extrapolates to ask - is real-time mixing of sound effects, music and dialog in games an important part of the future of AAA game audio? read more...

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2
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published 10 months, 15 days ago, submitted by ElementCy ElementCy 10 months, 15 days ago

gamasutra.com — What are the key things you need to work as a video game audio lead? LucasArts' Jesse Harlin picks the 'three Rs' that he thinks game audio managers need to have, in a column originally published in Game Developer magazine. read more...

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published 10 months, 27 days ago, submitted by ElementCy ElementCy 10 months, 27 days ago

gamasutra.com — In this detailed postmortem, Bridgett discusses what went right and wrong during the creation of audio for the Swordfish-developer, hyper-stylized hiphop action game 50 Cent: Blood On The Sand. read more...

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published 1 year ago, submitted by ElementCy ElementCy 1 year ago

gamasutra.com — In this specialized audio article, originally published in Game Developer magazine in 2008, LucasArts' Jesse Harlin discusses crossfading and shaping for good music edits. read more...

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published 1 year, 1 month ago, submitted by ElementCy ElementCy 1 year, 1 month ago

gamasutra.com — 'Ducking', or lowering the audioscape volume, can create greater engagement for listeners, and Day 1's Quarles explains how it's done in this fascinating game audio feature. read more...

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published 1 year, 1 month ago, submitted by ElementCy ElementCy 1 year, 1 month ago

gamecareerguide.com — At first glance, sound design for film and television and sound design for video games seem to be very similar. Both aim to immerse audiences in their constructed worlds. Whether you're watching a Star Wars movie or playing a Star Wars game, the trademark whoosh of a T.I.E. fighter flying by instantly transports you into Star Wars' sci-fi realm. The audio in both film and video games also heightens and supports the emotional state and excitement of viewers and players. When the evil breathing of Darth Vader creeps into the soundscape, even if he's not on screen, a fantastic chill runs up our spines, because we know the Dark Side is afoot! read more...

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published 1 year, 2 months ago, submitted by ElementCy ElementCy 1 year, 2 months ago

gamasutra.com — Shaba's Meyer explains how sound concepting plays a vital role in a game's creative direction, with real-life examples from Spider Man: Web of Shadows. read more...

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1
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published 1 year, 4 months ago, submitted by ElementCy ElementCy 1 year, 4 months ago

gamasutra.com — Big Huge Games and former Iron Lore narrative designer Schneider steps up, in an article originally published in Game Developer magazine, to discuss why keeping dialog short and sweet in games is the way to go, arguing: "the sound bite is more poetry than prose -- and poetry is a powerful thing." read more...

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published 1 year, 8 months ago, submitted by ElementCy ElementCy 1 year, 8 months ago

ambiera.com — Version 1.1.0 of irrKlang, a high level cross platform audio library for game developers has just been released. It is free for non-commercial use and now offers new licensing options for hobbyists and indie game developers. read more...

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