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Audio Notification and Reward in "For Honor"

Reward systems in video games can be attributed to a variety of techniques, these can be identified using various classifications that...

Procedural Sound Design, and its impact on games.

A look into procedural sound design, its uses and flaws and why should sound designers should care about it. In games sound is broken up...

Dynamic music in NieR: Automata

What is Dynamic/Adaptive music? Linear music is music that is composed and played back from start to finish without any differentiation...

Sound Propagation and Acoustics in Video Games.

There are several factors that must be considered when designing a realistic acoustic space. Complex large spaces not only require size...

Album art

For my album art work i wanted a big intimidating robot to emphasise the style and feel I was going for in the packs sounds, after...

Silence or no silence (in space)!

One of the problems we encountered when discussing the sound design for the short animation I am working on was whether or not to add...

Isotope audio editing

https://www.youtube.com/watch?v=weQyQvfWWRo

Space radio chatter

My clients requested one specific sound effect to be used in the animation, this being the use of Russian radio chatter transmitting to...

Case study: Iris 2

Iris 2 is an audio file editing program developed by Isotope that allows the user to manipulate and edit audio files whilst staking and...

Case study: Borderlands

Borderlands is a video game franchise developed by Gearbox games with three instalments the first releasing in 2009 and the third...

Case study: Interstellar.

Interstellar is a sci-fi film set in a dystopian future earth as well as half the film being set in space. Director Christopher Nolan...

FMP Change update

For the past few weeks since the covid-19 outbreak I have been going through and discussing with my tutors the possible changes and...

Case study: Robot design and influences.

The robot will be the main focus of sound in the game displaying a variety of steps, impacts and various expressive vocal noises. In ....

Sound design implementation 1: Ambience recording

So after a visit to Waterloo Central London and listening to my recordings in game, I figured that the amount of noise going on in any...

FMP Sound Design plan 1: Ambience plan

The game is set in what seems to be a bustling city not too far set from the modern day despite the player character being a robot, the...

FMP Composition plan 1: Genre influences

My main idea for my composition piece for the game was an almost futuristic sci-fi theme as fits the general feeling of the game,...

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