Mike Worth and Dan Carter (of newly formed Game Music Inc.) recently penned an article for GameCareerGuide.com entitled “Adaptive Audio: A Beginner's Guide to Making Sounds for Video Games.”

 

It’s great to see local talent actively contributing to the developer community at large and this piece is especially informative for those looking into a career in game audio. Below is a small excerpt from their article:

 

“With games becoming more story-driven and immersive, vocal recording and production is becoming a very important part of game development. And, just as in composing and sound design, organization is the key to survival. A simple spreadsheet is an audio designer's best friend for keeping track of what dialogue needs to be recorded, the naming convention of the dialogue, and any additional performance notes you need.”

 

Follow the link below to check out the article in its entirety on GameCareerGuide.com.

http://www.gamecareerguide.com/features/696/adaptive_audio_a_beginners_guide_.php?page=1


If you’ve written an article that you’d like highlighted on nycgameindustry.com just let us know! This site is all about promoting local talent and their work and we love to see New York game developers positively influencing the industry!

 

01/30/2009 by NYC_GI

wow, jaw dropping oversight. he didn't include the single most important asset a sound designer needs: speakers. you will not know what your sound sounds like unless you use the right speakers. and you won't know what it sounds like on the end user's speakers unless you get some cheapies as well.
you'll want a relatively flat frequency response from at least 40Hz to 16kHz (top-end being 20Hz to 20kkHz). Also, try your mix on a set of cheap speakers and/or the TV's speakers. Try your mix in the headphones as well. The sounds will sound different and you'll get a feel for what you're actually hearing. And what the end user is actually hearing as well!

01/30/2009 by SonicBoom :: 3 years ago

Your point is well taken but it must be pointed out that the omission was an editorial one. The focus was on those seeking to know what was involved with producing audio for games and not sound design per se. The assumption, therefore, was that those reading it would already have some sort of grounding in audio. While I agree that speakers are hugely important in any audio environment the question of speakers was deemed out of the scope of the assignment and best left to another article. Indeed an entire article could be written just on speakers alone!

01/31/2009 by dacart :: 3 years ago

ah i see i suppose that's fine then

02/02/2009 by SonicBoom :: 3 years ago