Sound director, Head of a sound department
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Guest host Alistair Hirst returns to Dolby Creator Talks to speak with the audio team behind "Star Wars Outlaws," one of the most successful games of last year. Developed by Ubisoft's Massive Entertainment in collaboration with Lucasfilm Games, the title delivers a rich, cinematic gameplay experience — thanks to its immersive sound design and dynamic score. Recently nominated for a BAFTA in Audio Achievement, the team shares how they built the game's soundscape from the ground up, mixing original Star Wars recordings with new field material to create unique environments, iconic weapons, and vehicles. They also explain how Dolby Atmos® was used to deepen the spatial realism — from starships above to rain on rooftops — and how their creative approach to sound design gave the game its gritty, signature edge.“First and foremost, we landed on three main pillars... The first of them being a cinematic experience... We really wanted to tell a story using audio... The second was making it a true and authentic Star Wars experience... And finally, we coined the phrase we call the scoundrel sound... It's about keeping the grit from the original trilogy, but also updating the sounds to make them sound fresh and new.”—Simon Koudriavtsev, Audio Director, "Star Wars Outlaws"Joining today's conversation from Massive Entertainment: - Simon Koudriavtsev - Audio Director - Jacob Coles - Lead Audio Designer - Martin Weissberg - Principal Audio Designer - Simon Siegfried Klar - Senior Audio DesignerBe sure to check out "Star Wars Outlaws," available now in Dolby Atmos®, on supported platforms.Please subscribe to Dolby Creator Talks wherever you get your podcasts.You can also check out the video for this episode on YouTube.Learn more about the Dolby Creator Lab and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.
In the lead up to South of Midnight, we were fortunate enough to speak with members of the Compulsion Games team about the upcoming action-adventure Xbox exclusive and how they went about building a handcrafted world embedded in Southern Gothic folklore. We were joined by Jasmin Roy, Game Director for South of Midnight, and Chris Fox, who serves as the game’s Audio Director. South of Midnight is out now for those who opted for the premium early access, though it rolls out officially on April 8 for Xbox Series X/S, PC, and Xbox Game Pass. For more gaming news, reviews & more visit https://www.press-start.com.au SUBSCRIBE | https://goo.gl/i9FGAx FOLLOW US | https://www.facebook.com/gaming/PressStartAu https://twitter.com/PressStartAU https://www.instagram.com/pressstartau/ https://www.tiktok.com/@pressstartau Contact us at hello@press-start.com.auSee omnystudio.com/listener for privacy information.
Austin Wintory chats with Audio Director Aldo Sampaio, with whom he recently collaborated together with on the newly released Eternal Strands. They discuss Aldo's journey in game development including his work on the Assassin's Creed franchise; what he learned from working in AAA game development; how they came together at Yellow Brick Games to create the sound and music for the studios debut title. This episode is supported by Xsolla Episode Host: Austin Wintory Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences If you enjoyed this episode, please consider subscribing and leaving us a rating and review. Follow us: linktr.ee/AIAS Please consider supporting game dev students with: AIAS Foundation
Austin Wintory chats with David Garcia, Audio Director at Ninja Theory. Together they discuss his life growing up in Spain and studying music; his life as a composer and his musical work on games such as Rime; how he joined the sound team at Ninja Theory; and how they created the haunting audio behind the Hellblade series. This episode is supported by Xsolla Episode Host: Austin Wintory Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences If you enjoyed this episode, please consider subscribing and leaving us a rating and review. Follow us: linktr.ee/AIAS Please consider supporting game dev students with: AIAS Foundation
Daniel Craig and Luca Guadagnino talk about their new film Queer, which is based on the William S. Burroughs novella about a love affair between an aging alcoholic and a young discharged serviceman in post-war 1950s Mexico City.Public Service Broadcasting perform The South Atlantic from their latest album The Last Flight, which is themed around the pioneering American pilot Amelia Earhart who disappeared in 1937 whilst attempting to become the first female pilot to circumnavigate the world.Could the late Agatha Christie soon be heard narrating her own audio books? The audio publishing industry is currently wrestling with the creative, ethical and regulatory implications of the increasing using artificial intelligence. Samira explores the issues with Jon Watt, Chair of the Audio Publishers Group and Audio Director at Bonnier Books UK and Dr Kerry McInerney from Cambridge University and co-host of the Good Robot Podcast. Presenter: Samira Ahmed Producer: Claire Bartleet
Send us a textYour church needs you as their church tech to be their integrator. Now what?Eric Mooney is the Audio Director at Dream City Church and he joins us to tell us his journey of going from youth pastor, to audio director, to integration work for his church. In this episode you'll hear: 1:00 Toby meeting Blake for the first time3:45 Eric Mooney joins us! 17:00 Eric's church production background 23:30 Becoming a system integrator on the fly 35:00 Learning to lead in church production 38:00 Learning to become a church tech quickly 43:15 Church Tech Disaster Story 46:20 Tech Takeaway: Production Directors are leading worship 51:15 Church Tech Confessional Resources for your Church Tech MinistryDoes your church have used gear that you need to convert into new ministry dollars? We can make you an offer here. Do you need some production gear but lack the budget to buy new gear? You can get Certified Church Owned gear here. Connect with us: Follow us on FacebookHang out with us on InstagramSee all the ways we can serve your church on our WebsiteGet our best gear sent to your inbox each Monday before it goes public via the Early Service
Jelmer Althuis is the founder of Sphere of Sound, a company dedicated to crafting cutting-edge audio solutions that redefine immersive experiences. He also serves as the Audio Director at VRelax, where he specializes in designing therapeutic audio landscapes that enhance mental well-being through virtual reality. He is a true expert and through this conversation we start defining the real fundamentals of what makes sound sound real We look at the production workflow including the recording process, the best libraries and SDK you can use right now Look at the impact sound can have on users and inhabitants of virtual worlds Subscribe to XR AI Spotlight weekly newsletter
This podcast is about big ideas on how technology is making life better for people with vision loss. When it comes to navigation technology for people who are blind or visually impaired, many apps utilize voice commands, loud tones or beeps, or haptic feedback. In an effort to create a more natural, seamless experience, the team at BenVision has created a different type of system that allows users to navigate using musical cues instead! For this episode, Dr. Cal spoke with BenVision's CEO and co-founder, Patrick Burton, along with its Technology Leadd, Aaditya Vaze. They shared about the inspiration behind BenVision, how they're able to create immersive soundscapes that double as navigation aids, and the exciting future applications this technology could offer. The episode also features BenVision's other co-founder and Audio Director, Soobin Ha. Soobin described her creative process for designing BenVision's soundscapes, how she harnesses the power of AI, and her bold vision of what's to come. Lighthouse Guild volunteer Shanell Matos tested BenVision herself and shares her thoughts on the experience. As you'll hear, this technology is transformative! The Big Takeaways Why Music? Navigation technology that uses voice, tone, or haptics can create an added distraction for some users. But the brain processes music differently. Instead of overloading the senses, for some users music works alongside them, allowing them to single out separate sound cues, or take in the entire environment as a whole. Like how the different instruments correspond to various characters in “Peter and the Wolf,” BenVision assigns unique musical cues to individual objects. User Experience: Shanell Matos appreciated how BenVision blends in more subconsciously, allowing her to navigate a space without having to be as actively engaged with the process. Additional Applications: BenVision began as an augmented reality program, and its creators see a potential for it to grow beyond a navigational tool to expand for use by people who are visually impaired or fully sighted. For example, it could be used to create unique soundscapes for museums, theme parks, and more, augmenting the experience in exciting new ways. The Role of AI: Artificial Intelligence already plays a big role in how BenVision works, and its creators see it being even more important in the future. BenVision already harnesses AI for object detection and its companion app uses AI to provide instant voice support about the immediate surroundings if needed. Moving forward, AI could be used to help instantaneously generate new sound cues or to help users customize their experience at the press of a button. Tweetables “We thought that if the human brain can learn echolocation and we have this amazing technology that's available to us in the modern day, then why can't we make echolocation a little bit more intuitive and perhaps a little bit more pleasant.” — Patrick Burton, BenVision CEO & Co-Founder “You can think of it like a bunch of virtual speakers placed at different locations around the user. So like a speaker on a door or a couch or a chair. And then there are sounds coming from all these virtual speakers at the same time.” — Aaditya Vaze, BenVision Technology Lead “I want to gamify this idea so that the user can actually find some interest and joy by using it, rather than just find it only helpful, but also [to create ] some pleasant feeling.” — Soobin Ha, BenVision Audio Director & Co-Founder “So if there's a lot of people, there's a lot of conversations happening, a lot of sounds happening, a lot of movement happening. It's really difficult to keep up with what everything is doing. Whereas with music, it's not as difficult to pick out layers.” – Shanell Matos, Lighthouse Guild Volunteer Contact Us: Contact us at podcasts@lighthouseguild.org with your innovative new technology ideas for people with vision loss. Pertinent Links Lighthouse Guild BenVision
Audio design can make or break a VR experience, and sometimes it's done so well, you're too immersed to realize just how good it is. Jonathan Van Den Wijngaarden is an award-winning Audio Director and Composer credited on over 30 shipped products across multiple platforms, most notably Vertigo Games' After The Fall and Arizona Sunshine 2. * Guest Links * Web - https://www.musicbyjonathan.com/ Twitter / X - https://x.com/jonathan_vdw LinkedIn - https://www.linkedin.com/in/jonathanvdw/ Facebook - https://www.facebook.com/musicbyjonathan Instagram - https://www.instagram.com/musicbyjonathan Spotify - https://open.spotify.com/artist/298lywPoOnXIppoNUce3g9 iTunes - https://music.apple.com/us/artist/jonathan-van-den-wijngaarden/1241022342 * Between Realities Links * Merch Store: https://teespring.com/stores/between-realities-vr-podcast Patreon - https://www.patreon.com/BetweenRealities YouTube - https://www.YouTube.com/BetweenRealities Twitter - https://twitter.com/BtweenRealities Discord - https://discord.gg/EvNnj2w Facebook - https://fb.me/BetweenRealities Alex VR - https://www.YouTube.com/Alex_VR Alex VR's Twitter – https://www.Twitter.com/Alex__VR Skeeva - https://www.YouTube.com/Skeeva007 Skeeva's Twitter - https://www.Twitter.com/Skeeva All the most current VR news with the best journalists in the industry! https://www.UploadVR.com We'd like to thank our Patrons & YouTube Members: * VIP * RobynzReality Jonathun Zug PotamWorks * All-access * Studioform VR (studioformcreative.com) ClassyGrandma Soul BC Chris Hanney Studioform VR Aspin Darkfire John Westra * Official * Duggers K Amelia Faust MickeyBerr Q2C VR Gamer Denise Dettlaff Michael McQuade Bluebell Virtual Mat Boiii Brittany Meland Jansen Fox Laszlo Gyorki Qcreator Graham Gettel * YT Members * MOBEAST GAMING Snowtoad ashleyriott Qcreator ClassyGrandma Ryan B Guido7335 SoulBC ShortStackVR ViARsys RedSlashAce Rhys Da King VR BaxornVR Olen VR VRoyBoy JayBratt Your support means so much to us! We're truly humbled that you choose to help us in our journey to make the XR industry thrive! All funds are used to fund the giveaways and to make this show better as we continuously strive to improve! Thank you so much for supporting Between Realities VR Podcast. * Affiliate Links * If you're going to buy VR stuff then why not support us by clicking though one of our links to make your purchase! Every little bit helps []-) Make your headset as comfy as it can be! Studioform VR - https://www.studioformcreative.com/?ref=25z8i95j09
One of the reasons behind the immense popularity of this hit multiplayer roleplaying game is its incredible soundtrack. Today, we are joined by the Audio Director of Larian Studios — the makers of “Baldur's Gate 3” — Stefan Randelshofer, along with our guest host, Dolby's Senior Game Developer Relations Manager, Alistair Hirst, in a live discussion from this year's Game Developers Conference, to discuss what went into creating the rich, sonic atmosphere of the video game.“There is a complete architecture for 3D audio that allows you to listen to 3D audio objects. You can make that work automatically and you can facilitate those 3D audio objects and that gives you so many chances to be more immersed in what you're doing. In a world like Baldur's Gate, there's so much stuff going on. In the city, when people talk around you. You have a cool combat — if you have one of the spells fly by. So it really gives you the perspective of being there. Therefore, that was the reason for me to go into this Dolby setup”—Stefan Randelshofer, Audio Director, “Baldur's Gate 3”Be sure to check out “Baldur's Gate 3”, available on PC, Steam, and consoles.Please subscribe to Dolby Creator Talks wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.
Ken Felton is an Audio Director and Sound Designer with decades of experience. He's worked at Electronic Arts, Sony PlayStation, Spatial Inc, Dolby, and more. Ken created Grocery Trip during lockdown in 2020, in order to practice working with different binaural encoding tool sets on his Pro Tools-based production rig (i.e. FB360, Dolby Atmos, dearVR, etc).Since late 2023, he's been focused on collaborating with teams to create immersive and healing soundscapes by developing audio experiences that promote wellbeing and good health. He lives in the S.F. Bay Area with his wife, Lynn, and their two sons, Casey and Quinn. He enjoys mountain and road biking, good wine, and playing ice hockey.
Crafting the imaginary into play / Transformer l'imaginaire en jeu
Frederic Poirier and Jean-Frédéric Vachon are respectively Audio Director on Dead by Daylight and Senior Director of Audio & Merchandising at Behaviour. They talk to us about sound design on games such as Dead by Daylight, among others, and advise aspiring sound designers on the best ways to create a demo that stands out from the competition. ... Frederic Poirier et Jean-Frédéric Vachon sont respectivement directeurs Audio sur Dead by Daylight et directeurs sénior Audio et marchandise chez Behaviour. Ils nous parlent de la conception sonore sur des jeux comme, entre autres, Dead by Daylight, en plus de conseiller les concepteurs et conceptrices sonores en devenir sur les meilleures façons de créer une démo qui se démarque de la compétition.
How do you build a strong production team that furthers the Gospel? Brandon Conn is the Audio Director at Gateway Church and he joins us this week to discuss all the practical principles Gateway church utilizes to build strong production teams. In this episode you'll hear: 1:00 Toby visits Chauvet Lighting in Florida! 6:00 Brandon Conn joins us for “5 Truths & A Lie” 16:30 How did Brandon get into church production? 20:30 How does Gateway Church set up their production team?23:30 How does Gateway Church find and hire tech staff?29:00 How do you launch a new church production set up well?32:30 How do you schedule your church production team well? 34:30 How can production gear further The Gospel? 38:55 Texas Trivia: Blake verse Brandon Conn 42:30 What gear is Gateway Church running? 45:00 If you had 2 million to spend on production what would you buy? 48:00 Disaster story: “Just FYI, there was no PA in the Bible Days” 53:45 Tech Takeaway on Emotional EQ's value to your ministry Resources for your Church Tech MinistryDoes your church have used gear that you need to convert into new ministry dollars? We can make you an offer here. Do you need some production gear but lack the budget to buy new gear? You can get Certified Church Owned gear here. Connect with us: Follow us on FacebookHang out with us on InstagramSee all the ways we can serve your church on our WebsiteGet our best gear sent to your inbox each Monday before it goes public via the Early ServiceWe are looking for highly relational people to be ChurchGear ambassadors across the nation to help us meet unmet needs in church production. We want experienced church production enthusiasts to help us provide solutions for selling and buying used gear directly to and from the doorsteps of the local church.Check out the full job description and Apply Here!
In this episode of Behind Massive Screens Alex Riviere, Audio Director on Avatar: Frontiers of Pandora, joins Petter & Dóri to dive into the role of an Audio Director. Hear about how Alex got to where he is, and of course about some of the design, systems, and tech behind the audio in Avatar: Frontiers of Pandora now!
Austin Wintory chats with Jakob Schmid, Co-Founder, Audio Director, and Music Director of Geometric Interactive. Together they discuss Geometric's debut title Cocoon including the way the audio works together with the gameplay to help players solve the games many puzzles; how his background in programming led to the generative systems that create the Cocoon's music; and his long relationship with Jeppe Carlsen who he worked with prior on the critically acclaimed Inside. If you enjoyed this episode, please consider leaving us a rating and review: https://apple.co/3rF0EtC The Game Maker's Notebook is sponsored by Xsolla. To learn more, go to xsolla.pro/AOIAAS. Watch this episode on our Youtube channel: https://www.youtube.com/@OfficialAIAS
An in-depth conversation with Alex Riviere, audio director of Avatar: Frontiers of Pandora about sound design, implementation, mixing audio for games, and his new book "Game Audio Mixing: Insights to Improve Your Mixing Performance"Wassup Conversations is on YouTube and all the major podcast streaming services:https://www.nikoofarmusic.com/wassupAlex on X: https://twitter.com/AAAlexRiviereHamidreza on X: https://twitter.com/HRNikoofarSupport the show
Matteo Cerquone is the Audio Director at Jumpship, developers of Somerville (2022). Somerville is a 2.5D/3D sci-fi adventure game. I think this game is absolutely incredible and I'm honored to have spoken with someone involved in its development. It's available on PC and Xbox. Matteo was called out by my past guest Bas Bertrand. In today's epsidoe we will discuss wordless games, sci-fi sound design, delivering story and emotion through sound design, creating both music and sound design for Somerville, handling criticism, and more. Somerville on Steam Somerville on Xbox Jumpship on the web: https://jumpship.co.uk Jumpship on Twitter: @Jumpshipstudio IGI on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL IGI is a production of Su Madre Podcasts: https://sumadrepodcasts.com/
Sander van Zanten is the Audio Director and Composer for Deliver Us Mars, released in February of 2023 from KeokeN Interactive. Deliver Us Mars is the narrative sci-fi sequel to Deliver Us The Moon (2018). Sander has been featured on IGI previously for his work on Deliver Us The Moon. You can get both games on PC, Playstation, and Xbox. In today's episode we will discuss creating a compelling player character, developing a sequel, motion capture and performance capture, developing audio pillars for creating sound and music, dealing with criticism, and more. Deliver Us Mars on Steam Deliver Us Mars on Playstation Deliver Us Mars on Xbox Deliver Us Mars on Twitter: @DeliverUsMars IGI on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL IGI is a production of Su Madre Podcasts: https://sumadrepodcasts.com/
Can Venueflex fix any room? Luke Vogel was the Audio Director at Church of the Highlands for years. He is now the Director of Immersive Solutions at Venueflex where their company makes rooms handle audio better. In this episode you'll hear: 1:00 Celebrity pastors and shoes 6:45 Luke Vogel joins us 17:30 Luke's journey into the church production life 21:30 Mixing Church of the Highlands Christmas Services 28:00 Church of the Highlands moved over to SSL consoles 30:40 Can Venueflex fix any room? 41:00 “Fix the room first” 43:00 The board melted with Steven Furtick 49:00 Don't mix before you get married 53:05 Tech Takeaway on switching from technical to creative mindsetsPlugs: Hangout with Luke on Facebook or Instagram Resources for your Church Tech MinistryDoes your church have used gear that you need to convert into new ministry dollars? We can make you an offer here. Do you need some production gear but lack the budget to buy new gear? You can get Certified Church Owned gear here.Connect with us: Follow us on FacebookHang out with us on InstagramSee all the ways we can serve your church on our WebsiteGet our best gear sent to your inbox each Monday before it goes public via the Early ServiceWe're hiring a Tech Director at ChurchGear! Check out the job posting here.
Did you miss Part 1 of my conversation with Audio Branding's Jodi Krangle? Listen to it here. Takeaways from today's episode: 1. Imposter syndrome and the art of the interview When she started hosting, Jodi Krangle, who makes her living using her voice, had to overcome one big negative belief. “I didn't think I was a speaker of any kind!” she says. It was hard for her to speak her own words, believe she had something worth saying, and be passionate enough to get her thoughts across. That was all harder than she expected – but she persevered. All of this is learnable, and mindset is the first thing we often need to change.2. Why does sound matter?Let's take a look at the advertising industry for some clues. They spend millions of dollars crafting the right sounds and voices. Why? Because they know that sound can create deeper connections with the audience. We don't buy things because of logic, but because of emotion. Brands use sound to communicate something distinct, unique, and ownable – so how are you using audio to communicate just how special, and different, you are from the crowd? 3. Your sonic brand is worth millions.If you work for an organization or a brand, you may already have a podcast or be thinking about starting one. When you do, make sure your show not only integrates with the rest of your communications, but also that it's as high quality as everything else you put out into the world. Audio creates a brand, just as much as your visuals do. Do you know we have a free Sound Judgment newsletter, full of guidance on how to make great creative choices in audio storytelling?Join subscribers from NPR, PRX, PRPD, Stanford, Spotify and more. Subscribe here and become a more confident host, audio storyteller or producer today. If you want to know more about how sound influences our behavior and how creators in the audio branding world make their work, follow Audio Branding. Both parts of this conversation are also running on Audio Branding. Thanks to Audio Branding editor Humberto Franco for his beautiful work in audio and video. To learn more about Jodi Krangle and connect with her, visit voiceoversandvocals.com.To watch shorts from this episode and other Audio Branding episodes, visit Jodi's Youtube channel, JodiKrangleVO. Share this episode!Follow Elaine on Facebook | LinkedIn | InstagramHelp us find and celebrate today's best hosts.Who's your Sound Judgment dream guest? Share them with us! Write us: allies@podcastallies.com. Because of you, your favorite host may appear on Sound Judgment.For more information on Sound Judgment and Podcast Allies, our consulting, production and training company, visit us at www.podcastallies.com.Credits Sound Judgment is a production of Podcast Allies, LLC. Host: Elaine Appleton GrantProject Manager: Tina BassirSound Designer: Andrew ParellaIllustrator: Sarah EdgellWant to work with Elaine Appleton Grant or Podcast Allies? Visit the following for information on:Coaching and workshops for individuals, public media, nonprofits and universitiesOnline courseProduction
In today's episode, composer David Fairfield talks about what he calls the creator's journey. Going from hobbyist, to time liberated, to mastery. David is a Music Composer, Sound Designer, and Audio Director who has worked in the gaming industry for 15 years. He has worked with some of the world's top companies and brands including Disney, Microsoft, Warner Brothers, and the Olympics. Most notably, David has worked with the Harry Potter, Minecraft, Disney Mirrorverse, and Club Penguin franchises. You connect with David through his LinkedIn https://www.linkedin.com/in/davefairfield/ or visit him at his website: https://fairfieldaudio.ca Shoot me an email at thevideogamecomposerpodcast@gmail.com and let me know how your composer's journey is going, what topics you would like to hear covered in the podcast, who you would like to hear from, or just say hi. Go out and make it happen!
Jake and Anthony are joined by Howard Mostrom, Audio Director for Kerbal Space Program 2, to talk about how he recorded audio for the latest in the hit franchise of space video games.TopicsOff-Nominal - YouTubeEpisode 97 - Figure This One Out, Howard! (with Howard Mostrom) - YouTubeKerbal Space Program – Create and Manage Your Own Space ProgramKerbal Space Program 2: Episode 7 - Recording Rockets - YouTubeFollow HowardHoward Mostrom | Composer – Audio Director- Sound DesignerFollow Off-NominalSubscribe to the show! - Off-NominalSupport the show, join the DiscordOff-Nominal (@offnom) / TwitterOff-Nominal (@offnom@spacey.space) - Spacey SpaceFollow JakeWeMartians Podcast - Follow Humanity's Journey to MarsWeMartians Podcast (@We_Martians) | TwitterJake Robins (@JakeOnOrbit) | TwitterJake Robins (@JakeOnOrbit@spacey.space) - Spacey SpaceFollow AnthonyMain Engine Cut OffMain Engine Cut Off (@WeHaveMECO) | TwitterMain Engine Cut Off (@meco@spacey.space) - Spacey SpaceAnthony Colangelo (@acolangelo) | TwitterAnthony Colangelo (@acolangelo@jawns.club) - jawns.club
Using Spatial Audio To Reduce Noise Pollution And Increase WellbeingJelmer Althuis is the founder and audio director of The Sphere of Sound, a studio based in Haroldinga in the Netherlands. His work focuses on creating spatial audio environments for virtual reality, ehealth, metaphors applications, audio tours, and art exhibitions. Jelmer has had a lifelong fascination with music technology and production, and has experience playing multiple instruments and composing music on computers. In 2013, after working as a system integrator and helping build studios, he was exposed to virtual reality. This sparked his interest in creating 3D audio with hat tracking capabilities. Since then, Jelmer has dedicated himself to immersive audio recording and production techniques, and in 2020 he founded The Sphere of Sound.The speaker is an audio producer specializing in spatial audio production for immersive experiences. In 2017, they joined the Fear Relax team as Audio Director, which uses the power of spatial audio to help people struggling with burnout or stress related symptoms. To fill their sound library, they go on the road and record with the Ambio Mic and a number of stereo sets, which are calibrated by Len Muskovich of Core Sound. To capture the best soundscapes, they look for places that are far away from roads, people, and airplanes. The speaker is passionate about creating soundscapes that help people feel telepresence and calm down.The conversation discussed the psychological and physical effects of sound, as well as the problem of noise pollution. It was noted that noise pollution can lead to health problems such as stress and cognitive function disorder, and can even have an effect on marine life. It was suggested that sound effects and natural, realistic environments created by sound designers and field recordists can provide a way for people to escape from the current reality and experience a moment of peace. These sound designers travel around the world to capture and preserve areas of silence, creating a form of telepresence and metaphorse environments with no noise pollution.Timestamps0:00:01"The Benefits of Taking a Daily Walk"0:01:13Yomar Alhas: Audio Director, Sound Designer, and Founder of The Sphere of Sound0:04:06"Exploring the Power of Spatial Audio for Immersive Experiences0:09:25"The Role of Sound in Stress Reduction and Noise Pollution"0:12:18Exploring the Benefits of Spatial Audio for Digital Worlds and WellbeingThank you for supporting Sonic Conservation by listening to Ambisonic Spaces. Discover more and please consider donating by listening to spatial audio episodes and downloading spatial audio assets on patreonTwitterInstagramLinkedInMore on Sphere of SoundMentioned in this episode:Ambisonic Spaces +Ambisonic Spaces + is where you can help support the podcast and gain access to listen to assets in spatial audio. All you need is some AirPods that support head tracking and the Patreon app or safari. Just connect your AirPods to your device, turn on head tracking and listen through Patreon. The sounds dynamically change around you as you move your head. You will also have access to download assets to use for your game audio projects in engines like Unreal and Unity or use them for sound beds for any project in adherence to the very modest license agreement. And...
I have this theory that music is usually about five years ahead of the rest of media in terms of its relationship to tech—whether that's new formats based on new tech, like vinyl to CDs; new business models like streaming; or simply being disrupted by new kinds of artists who use new forms of promotion like TikTok in unexpected ways. I've always thought that if you can wrap your head around what's happening to the music industry, you can pretty much see the future of TV or movies or the news or whatever it is, because the music industry just moves that fast. I was talking about this with my friend Charlie Harding, the co-host of Switched on Pop, and he said that he thinks the upcoming Taylor Swift Eras Tour is itself the end of an era in music — that the age of cheap streaming services is coming to an inevitable conclusion, and that something has to change in order for industry to sustain itself in the future. So, in this episode, Charlie and I walk through a brief history of the music business—which, despite its ever-changing business models, is permanently trying to find something to sell you for $20 whether that's the music itself, all-access streaming, merch, and even NFTs—using Taylor Swift as a case study. We map her big moves against the business of music over time to try to see if this really is the end of an era. And maybe more importantly, to try and figure out if the music industry can sustain and support artists who are not Taylor Swift, because streaming, all by itself, definitely cannot. Links: Switched on Pop Charlie's first appearance on Decoder: Good 4 who? How music copyright has gone too far - The Verge Why Amazon VP Steve Boom just made the entire music catalog free with Prime - The Verge Spotify launching in the US at 8AM tomorrow, open to all pre-registered users - The Verge Metallica sued Napster 15 years ago today - The Verge Taylor Swift calls Apple Music free trial 'shocking, disappointing' in open letter - The Verge Taylor Swift versus Ticketmaster: the latest on the tour that may break up a giant - The Verge The DOJ has reportedly opened an antitrust investigation into Ticketmaster's owner How fandom built the internet as we know it, with Kaitlyn Tiffany - The Verge Steve Aoki on the blockchain, the metaverse, and the business of music - The Verge Transcript: https://www.theverge.com/e/23322720 Credits: Decoder is a production of The Verge, and part of the Vox Media Podcast Network. Today's episode was produced by Hadley Robinson, Creighton DeSimone and Jackie McDermott and it was edited by Callie Wright. The Decoder music is by Breakmaster Cylinder. Our Editorial Director is Brooke Minters. Our Sr. Audio Director is Andrew Marino and our Executive Producer is Eleanor Donovan. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sander van Zanten is the Audio Director at KeokeN Interactive, developers of Deliver Us The Moon (2018) and the upcoming Deliver Us Mars (2023). Deliver Us The Moon is available on PC, Playstation, and Xbox. Deliver Us Mars will be available on the same platforms on February 2nd, 2023. There games are 3rd person adventure games with puzzle solving, exploration, and deep science fiction stories. I love science fiction, so I was very much looking forward to playing Deliver Us The Moon, and I really enjoyed it from beginning to end. I am super excited for Deliver Us Mars! In this episode we will disucss learning middleware, composing space science fiction music, creating space sci-fi soundscapes, getting a composer involved early in development, creative decisions determined by scope, voice acting and voice direction, extremely long game soundtracks, the upcoming sequel Deliver Us Mars, and much more. Deliver Us Mars on Steam Deliver Us The Moon on Steam Deliver Us The Moon on Xbox Deliver Us The Moon on Playstation KeoKeN Interactive on the web: https://keokeninteractive.com KeoKeN Interactive on Twitter: @KeokeN Sander on Twitter: @SandervanZanten IGI on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL IGI is a production of Su Madre Podcasts: https://sumadrepodcasts.com/
Are you feeling stuck in life and don't know where to turn?“You know it's all of these moments that you it's when you don't think, and you don't over process that life tends to take you in the craziest and most amazing direction.”When Liam was younger, he was too scared to get on a bus to school in the morning due to anxiety and insecurity. This caused him to miss a lot of school during important exam years. Eventually, Liam had a moment where he realized that he needed to make a change and decided to look up university applications at midnight on the day of clearing. This allowed Liam to apply for last-minute places on courses that couldn't be filled by universities through the normal application process.Liam shares a few other instances where a little late-night curiosities and impulses led to big changes in his life. Through hard work and determination, he was able to find his place in the world.This story proves that it's never too late to make a change and find your purpose. With the right mindset, you can take control of your life and create the future you want. So don't wait any longer - take that first step today!Liam is an award-winning freelance podcast producer, Audio Director at The Podcast Boutique, and co-creator of Emmeline, a brand-new podcast network supporting female and non-binary podcasters. His passion for audio began in hospital radio, which remains to this day as he volunteers for the Hospital Broadcasting Association in the UK. In a past life, he was an Oscars expert, film critic, and banker, but now he is a proud husband and dad of two fur babies, looking forward to starting a human family as they go through the adoption process.Twitter: @ThisIsTheHeffLinkedIn: Liam Heffernan | LinkedInResources:To listen in on more conversations about pivotal moments that changed lives forever, subscribe to "The Life Shift" on Apple Podcasts or wherever you listen to podcasts. If you enjoyed this episode, please take a moment to rate the show 5 stars and leave a review! ⭐️⭐️⭐️⭐️⭐️The Life Shift Podcast is now on Patreon - Get access to ad-free episodes released two days early and bonus episodes with past guests through Patreon.https://patreon.com/thelifeshiftpodcastOther episodes you'll enjoy:The Power of YES! - How Others Helped Identify True Passions | Marisa EikenberryFrom Behavior Analyst to Award-Winning Filmmaker | Robin HofmannConnect with me:Instagram: www.instagram.com/thelifeshiftpodcastYouTube: https://bit.ly/thelifeshift_youtubeTwitter: www.twitter.com/thelifeshiftpodWebsite: www.thelifeshiftpodcast.com Hosted on Acast. See acast.com/privacy for more information.
This episode is sponsored by Spatial, the immersive audio software that gives a new dimension to sound. Spatial gives creators the tools to create interactive soundscapes using our powerful 3D authoring tool, Spatial Studio. Their software modernizes traditional channel-based audio; by rethinking how we hear and feel immersive experiences, anywhere. To find more go to https://www.spatialinc.com. In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the Director of Product Development at THX - Kasson Crooker from Seattle, US. Kasson has spent the past 30 years focusing his career and creative musical passions on the intersection of audio and technology. After graduating from Berklee College of Music (MP&E 1995), Kasson has worked in the videogame industry as Audio Director and Project Director on games like Guitar Hero, RockBand, and Dance Central for Harmonix, at Microsoft creating spatial audio experiences for HoloLens V1, and he is currently at THX as the Director of Product Development for their spatial audio initiatives. He is an electronic musician, composer, and mix engineer having released 20 albums and touring throughout North America and Europe. His current creative passions involve creating interactive music experiences with immersive spatial audio technologies for VR. Kasson talks about the latest technology developments at THX and we explore the implementation of spatial and interactive audio for a music experience in VR. This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott. For extended show notes and more information on this episode go to https://immersiveaudiopodcast.com/episode-72-kasson-crooker-thx/ If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more. Find out more on our official Patreon page - www.patreon.com/immersiveaudiopodcast We thank you kindly in advance! We want to hear from you! We value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you! You can follow the podcast on Twitter @IAudioPodcast for regular updates and content or get in touch via podcast@1618digital.com immersiveaudiopodcast.com
WolfTalk: Podcast About Audio Programming (People, Careers, Learning)
In this episode, I was fortunate to interview Prashant Mishra, an Audio Director who is now building audio products and creating awareness about audio tech and game audio.Prashant is an audiophile who has worked as an Audio Director for educational games and videos in collaboration with Disney to create IP-specific sonic experiences, during which he created voice based apps. He helped in setting up and scaling the sound department at an India-based ed-tech since 2015 for their entire catalogue of projects.He is now building audio products with companies such as Soundly, and hosts games, spatial & interactive audio training sessions.Episode ContentsIn this podcast episode, you will learn:how Prashant went from Mechanical Engineering to audio production, to managing audio teams, and to building audio products and educating others,how Prashant cooperated with various brands, for example, Disney, with regard to sound,what is sound design and how it differs from technical sound design,what is important in managing audio-related teams of musicians, developers, and related,what tools you can use to speed up your audio workflow (as a solo producer or in the team),how you can become a technical sound designer,how Audio Developers Conference 2022 in London turned out
Sam Houghton is the Audio Director at Awe Interactive, developer of BPM: BULLETS PER MINUTE. Sam also composed the score for 2016's The Turing Test, developed by Bulkhead. BPM is a rhythm-based FPS game and The Turing Test is a sci-fi first person puzzle game. Both games are excellent and available on all major platforms. In this episode we will discuss the game The Turing Test, the science fiction genre, composing impactful yet non-distracting music for puzzle games, the creative process, creating music for a music and rhythm game, and more. Sam Houghton on Twitter: @Sam_Houghton Awe Interactive on the web: https://www.aweinteractive.com Get BPM: https://www.bulletsperminute.com Awe Interactive on Twitter: @AweInteractive Bulkhead on the web: https://www.bulkhead.com Bulkhead on Twitter: @bulkhead The Turing Test on Twitter: @TuringTestGame IGI on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL IGI is a production of Su Madre Podcasts: https://sumadrepodcasts.com/
Joseph Goldsmith is the CEO and Executive Producer of Persimmon Lane Studios, LLC; an audio and video production company. He is originally from Southern Maryland and now lives in Myrtle Beach, South Carolina. He is a full time dad, husband, composer, location sound recordist, post-production audio engineer, soldier, and GRAMMY-Nominated educator. He is also the Audio Director for Plover Animation which is staffed of alumni from Disney, Dreamworks, Sony, and more. Joseph has worked in the music, film, and graphic design industries as well as ministry since 2011. In his military service, he currently serves as the Public Affairs Non-Commissioned Officer In Charge of the 3rd Battalion for the South Carolina State Guard.This episode of AuroraCast features Joe Goldsmith as a special guest.Links and show notes:Video VersionThe Inner Circle DiscordPersimmon Lane StudiosJoseph GoldsmithGaurdCastA Day of SCSG Public Affairs - Video
Nie zapomnij obserwować i ocenić mojego podcastu! Wersja wideo: https://youtu.be/Q0mUb9c97MY W tym odcinku podcastu o grach, dołącza do mnie Arkadiusz Reikowski, kompozytor i Audio Director znany w branży gier z produkcji takich jak Layers of Fear, The Medium, Kholat, Observer, czy Blair Witch. Poruszymy tematy growe, filmowe, ale i zagłębimy się w historię kariery Arka oraz to jak wyglądała jego droga do sukcesu jako twórcy muzyki do gier. Aby to jednak osiągnąć, musimy cofnąć się w przeszłość, do czasów, gdy to wszystko było jedynie nieosiągalnym snem. Spis treści: 0:00 Podcast o grach - Słowem wstępu 1:55 Arkadiusz Reikowski i magia muzyki 7:48 Jak zaczęła się przygoda Arka z muzyką i branżą gier 13:59 Jak wygląda tworzenie muzyki do gier 19:47 Różnica w muzyce z anime, gier i filmów 27:04 Ile zarabia twórca muzyki do gier 31:13 Jak zacząć tworzyć muzykę do gier 38:04 Zdrowa strona krytyki i istota pokory 43:35 Wyboista pogoń za szczęściem 51:56 "Mój wujek miał gitarę..." czyli o późnych pierwszych krokach 54:26 Bycie samoukiem kontra szkoła muzyczna 59:17 Arkowi ulubieńcy 1:03:29 Obsada serialu The Last of Us od HBO 1:05:46 HBO robi dobre rzeczy 1:07:47 O fajnych serialach i filmach 1:09:44 Uwydatnianie emocji przez muzykę 1:14:17 Quentin Tarantino i poezja między słowami 1:19:33 Mocno ponadprzeciętny Taika Waititi 1:20:54 Kasety VHS i 499 komiksów 1:22:41 Podziękowanie Więcej Kaftanna: YouTube: http://kaftann.pl/youtube Twitch: http://kaftann.pl/twitch Instagram: http://kaftann.pl/instagram Facebook: http://kaftann.pl/facebook Kontakt do współpracy: hello@kaftann.pl
Fantastic interview with the incredible Mark Rubel. Mark talked about Audio Education as he is the Co-Director of Education, and Instructor at the infamous Blackbird Academy in Nashville, Tn. He was the Owner of Pogo Studios in Champaign - Urbana, IL and plays in the band "Captain Rat and The Blind Rivets" for over 20 years! Mark is living his dream in every way and on top of all that is writing a book he hopes to be published in 2023. https://www.facebook.com/TheBlackbirdAcademyhttps://theblackbirdacademy.comhttp://www.captainratandtheblindrivets.comCo-Director of Education and Instructor at The Blackbird Academy Bass/Vocals/Zany Antics at Captain Rat and the Blind Rivets Archdruid at Pogo StudioWorked at Blackbird StudioFormer Audio Instructor at Parkland College Former Instructor and Audio Director at Eastern Illinois University Worked at Expert Audio Witness/Consultant Former Adjunct Assistant Professor of Music Business/Commercial Music at Millikin UniversityStudied at University of Illinois at Urbana-ChampaignSupport the show
On this week's episode of The Game Dev Show we're joined by composer and industry legend, Jason Hayes! You might know Jason from his incredible compositions for World of Warcraft and Dota 2. Jason takes us through his journey, from his Cajun roots playing Text Adventures, to studying Music Composition at the University of North Texas. And of course, we get into Jason's start in the industry working at Sierra Online, his move to Blizzard, and working on the incredible soundtracks he's so well known for. Jason also shares some insight into what it was like to create the iconic music of World of Warcraft.
Jeff and Christian welcome former Audio Director at Naughty Dog, Rob Krekel, back to the show this week to discuss three new Star Wars games from Respawn, a new franchise from Blizzard, and more Call of Duty's will be on Playstation? The Playlist: Final Fantasy XIV Endwalker, Bloodborne, Pokémon Legends: Arceus; UNCHARTED: Legacy of Thieves Collection VR Talk: Zenith The Last City, Synth Riders
In this episode of the Immersive Audio Podcast, Oliver Kadel, Monica Bolles and Bjørn Jacobsen are joined by Ken Felton, Sound Designer at Spatial, from the San Francisco Bay Area, US. Ken is an Audio Director and Sound Designer with decades of experience in professional audio, and a passion for storytelling and immersive soundscapes. Ken started in pro-audio by touring N. America and running sound reinforcement systems. In 1994 he moved to Northern California and started working with interactive audio at Electronic Arts. Most recently in 2021, Ken joined Spatial where he works as a sound designer and brand ambassador. In this episode, we discuss the Spatial technology and its entire ecosystem of tools, exploring the breadth of implementation options and some recent case studies. This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott. For extended show notes and more information on this episode go to https://immersiveaudiopodcast.com/episode-60-ken-felton-spatial/ If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more. Find out more on our official Patreon page - www.patreon.com/immersiveaudiopodcast We thank you kindly in advance! We want to hear from you! We value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you! You can follow the podcast on Twitter @IAudioPodcast for regular updates and content or get in touch via podcast@1618digital.com https://immersiveaudiopodcast.com
We conclude our special coverage of sound design for video games by interviewing the sound team at Gearbox Software, which famously created "over one billion guns" for its latest first-person shooter, Borderlands 3. So how exactly does a team design the sound for so many different guns? Turns out, it's actually kinda fun. "The godsend was the fact that we have a good set of field recording gear internally anyway and... we live in Texas. So, there's lots of people with lots of guns and lots of places, lots of space. So outside of the formal gun shoots that we did, which was really only one — formal gun shoot — we did a whole lot of side shoots here, locally, just us. And some of that was experimentation. Some of that was filling holes. We were learning as we were going. Where we needed more content, where we needed different types of content, different perspectives, different tales. Those kinds of things. And we would go out and do those shoots." — Mark Petty, Audio Director, Gearbox Software Thanks again to https://www.gearboxsoftware.com/ (Gearbox Software) for joining us this week! https://borderlands.com/ (Borderlands 3 is currently available on your favorite video game platforms). Please subscribe to Sound + Vision Lab: The Dolby Institute Podcast https://linktr.ee/dolbyinstitute (wherever you get your podcasts). You can also check out the https://youtube.com/dolby (video) for this episode. Learn more about the https://www.dolby.com/institute/ (Dolby Institute) and check out https://www.dolby.com/ (Dolby.com). Connect with Dolby on https://www.instagram.com/dolbylabs/ (Instagram), https://twitter.com/Dolby (Twitter), https://www.facebook.com/Dolby/ (Facebook), or https://www.linkedin.com/company/6229/ (LinkedIn).
As we continue to delve into the world of sound design for gaming, we have a special conversation to share with you today with one of the heavy hitters in this space — Rob Bridgett. Rob is something of a visionary in their field and has a new book called, "Leading with Sound: Proactive Sound Practices in Video Game Development," where they share some of their fascinating insights and philosophy on crafting soundtracks for video games. "I talk about the topic of leading with sound through each one of those subject areas [music, sound, dialogue, and mix]. What are the opportunities for sound designers or composers or dialogue designers? What are the opportunities that they may be missing early in pre-production or production and try to deemphasize this idea of post-production. I know it's something that I've spent a lot of my time trying to create and defend in video games. And I still maintain that we 100% have to have post-production time and we have to be the last part of the baton race. I'm not arguing for that to go away. That's still critical, it feels like those are the gates of Valhalla for us, in audio. It's like once we arrive at post-production, we should already have all this other stuff figured out." — Rob Bridgett, Audio Director, "Shadow of the Tomb Raider" Our colleague Andy Vaughan discusses the book, as well as Rob's work on "Shadow of the Tomb Raider," their overall career, and some of the exciting new experimentation they're doing in partnership with McGill University. You can http://www.sounddesign.org.uk/ (learn more about Rob and check out their book here). Please subscribe to Sound + Vision Lab: The Dolby Institute Podcast https://linktr.ee/dolbyinstitute (wherever you get your podcasts). You can also check out the https://youtube.com/dolby (video) for this episode. Learn more about the https://www.dolby.com/institute/ (Dolby Institute) and check out https://www.dolby.com/ (Dolby.com). Connect with Dolby on https://www.instagram.com/dolbylabs/ (Instagram), https://twitter.com/Dolby (Twitter), https://www.facebook.com/Dolby/ (Facebook), or https://www.linkedin.com/company/6229/ (LinkedIn).
Since so much groundbreaking sound work is being created in the world of gaming these days, we've decided to dedicate the next few episodes of this podcast to some of the superstars behind your favorite new video games. Continuing that ongoing coverage, today our colleague Alistair Hirst sits down with the sound team behind "Ghost of Tsushima," a giant open world Samurai action game set in feudal Japan. The team took painstaking steps to give players as authentic and immersive an experience as possible. "We did an immense amount of research. Every single team did, because we're really having to learn this entire historical time period. It really happened, it really existed. And while taking creative liberties where necessary, we still wanted to do the time period and the content justice... It was just constant research and going out in the field and recording. We employed our team at Sony Japan studio... to go record throughout the main island of Japan, to capture a lot of ambience for us. And all of these things really helped inform how the game was going to sound." — Brad Meyer, Audio Director, "Ghost of Tsushima" Be sure to check out https://www.playstation.com/en-us/games/ghost-of-tsushima/ ("Ghost of Tsushima," available now on PlayStation 4 and PlayStation 5). Please subscribe to Sound + Vision Lab: The Dolby Institute Podcast https://linktr.ee/dolbyinstitute (wherever you get your podcasts). You can also check out the https://youtube.com/dolby (video) for this episode. Learn more about the https://www.dolby.com/institute/ (Dolby Institute) and check out https://www.dolby.com/ (Dolby.com). Connect with Dolby on https://www.instagram.com/dolbylabs/ (Instagram), https://twitter.com/Dolby (Twitter), https://www.facebook.com/Dolby/ (Facebook), or https://www.linkedin.com/company/6229/ (LinkedIn).
Jeff Lurie dropped by the studio for this week's episode. Jeff is an Audio Director and Composer with TA2 studio here in Toronto. As a composer for over 15 years, he's worked with some incredible brands and companies such as Lincoln, CIBC, Ford, and Freedom Mobile. In addition to composing, Jeff also is a singer, voice-over actor, and creator/author of the children's book Jamie Jangles, which he created with his daughter during the pandemic. In this episode, Jeff talks with the guys about the life of an audio director, his early days in music, and much more! Thanks for your support! https://bit.ly/3uPCWaj (YouTube Subscribe) https://apple.co/3oiPy7m (Audio Subscribe) http://www.thednaproject.ca/shop (New Merch Out Now!) [Don't forget to check out The DNA Project Merch code “PODCAST” for 20 % off your first purchase!!] Thank you to our Sponsors: https://thednaproject.ca/ (The DNA Project) https://www.the-mpl.com/ (The MPL Toronto) Want More Jeff? https://www.instagram.com/jeffluriemusic/ (Instagram) http://www.jaimejangles.com/ (Jamie Jangles book) Opening Credits: Daniel Cowans, Musical Director @ The DNA Project Produced By: Anthony Lewis and Diriki Palmer Mixed and Edited By: Mat Keselman
A brand new iteration of The Sound Test, in which I explore my top five VGM tunes from any particular topic. In this second episode, I take a good long look at probably my favourite gaming genre - puzzles. As a result, I get caught up in the windmills of nostalgia while presenting a rich playlist of great VGM. And that's not all! I'm also more than happy to welcome Wabi Sabi Sound's Andrew Lackey onto the show for one of my most fascinating interviews, all about the audio of The Witness. Finally, keep your ears pricked for a bespoke mini-puzzle I've snuck into the audio! FULL PLAYLIST COMING SOON! MAIN THEME: Mahito Yokota, Toru Minegishi, Koji Kondo & Yasuake Iwata - World 8 [Super Mario 3D World] Discord: https://discord.gg/xeMfzWy Requests and contact: https://twitter.com/GreenT128 "The Sound Test" on Facebook: https://www.facebook.com/thesoundtest/ Original episodes of The Sound Test LIVE, with Dale Fowler, are available through Patreon: https://www.patreon.com/_secretcave Also available through: YouTube Spotify iTunes Stitcher
Today we are talking to another video game score composer! Shane Berry is the Audio Director at Demagog Studio. He worked on Golf Club Wasteland and created a radio broadcast for that game, titled Radio Nostalgia From Mars. The game is incredible and Radio Nostalgia From Mars just makes it better. Golf Club Wasteland is available on Switch, Xbox, Playstation, and PC. In this episode we will ask these questions: Is Mars a viable option for humanity's expansion into the solar system and beyond? How important is the science fiction genre to our culture? We get into the intricacies of video game sound design, collaboration, and Demagog's specific pipeline for music and sound creation during production. And much more. Find Demagog Studio at www.demagogstudio.com Find Shane's work at www.shaneberry.com Shane is on Bandcamp as well as SoundCloud Get Golf club Wasteland on Steam Get Golf club Wasteland on Switch Get Golf club Wasteland on Xbox Get Golf club Wasteland on Playstation
Austin Wintory chats with audio director, Eduardo Vaisman. Together they discuss his journey from film to video games; their focus on authenticity when designing the audio for the fictional island nation of Yara for Far Cry 6; integrating the score and music to give the locale a distinct feel; and how his own experiences growing up in Argentina helped define his artistic viewpoint. Eduardo Vaisman is an Audio Director at Ubisoft Toronto, having recently released Far Cry 6. He is also known for several other titles in the Far Cry series as well as Splinter Cell: Blacklist. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Clark Wen is a sound designer who owns the sound studios Exile Sound. He has worked on game franchises such as Guitar Hero and Call Of Duty. He is most well known for being Audio Director on Metroid Prime 1 & 2. Thanks to @SynaMax for the assistance on the mixing of this episode. #metroidprime #metroid #metroidvania SOCIAL MEDIA WEBSITE - exilesound.com TWITTER - @exile5ound TIMESTAMPS 00:00 - Intro 01:23 - Influences On Metroid Prime's Sound Design 05:22 - Most Of Metroid Prime's Sound Design Was Made Via Synthesizers 06:21 - Morph Ball SFX Was Based On Magnets/Layering Sounds 08:59 - Echo Visor SFX 11:26 - Screw Attack SFX 12:15 - Clark's Saying “Fail Often And Fail Early”/Iterations Of Refining A Sound 13:22 - Space Pirates SFX Evolution 16:47 - Metroid Prime Music Pitch Was Rock Based/Iterations Of The Prime Music 19:24 - Original Composers Retro Pitched To Nintendo/Prime Music Done In Last 3 Months Of Development 21:00 - Most Of Kenji Yamamoto's Music Submitted Didn't Need Revisions 22:05 - Implementation Of The Prime Music 23:40 - Implementation Of Music In Prime 2 Was Refined 24:20 - Kenji Yamamoto Made Clark Make Changes To Prime 1 On The Day Before Going Gold 26:24 - Trying To Keep The Audio Quality Intact Despite Ear Fatigue From Prime 1 Crunch 28:00 - Prime 1 Was A Passion Project For Clark 28:38 - Clark's Experience With Shigeru Miyamoto 30:26 - Yoshi Sakamoto Was There To Ensure Lore Stayed Intact 31:02 - Nintendo Is Very Strict When It Comes To Voice Acting 32:44 - Clark Is Unsure If Jennifer Hale Is The Voice Actress For Samus/Death Scream Was Different Actress 34:20 - How Metroid Prime Influenced Clark's Sound Design Going Forward 36:15 - Sound Designers Should Learn To Create Sounds Before Learning Implementation 38:49 - Good Websites/Channels To Learn About Sound Design 40:31 - Using Multiple Speaker Systems Well Mixing Sounds 41:27 - Clark's Process To Mixing A Sound Effect 42:35 - Clark Likes Recording Original Sound Source Material 43:50 - Clark Takes His Recording Rig When He Goes Travelling 44:20 - Tokyo Is Clark's Favourite City 44:54 - Meeting Kenji Yamamoto In Person 46:26 - Languages Clark Can Speak 47:09 - Clark Loves Chernobyl OST/Where Clark Would Like Prime 4 Music To Go 49:15 - Blurring The Line With Phazon Being Music & A Sound Effect 49:58 - Trying To Ensure A Sound Effect And Music Blend Well/Game Mixing 52:22 - Clark Automatically Critiques Any Game's Audio & SFX When He Plays 53:20 - Clark Doesn't Critique Film Audio & SFX As Much As Games/Clark Gets Inspired By Films SFX 54:22 - Clark is Playing Through Metroid Dread/Initially Critiqued Dread's Audio 55:40 - Where To Follow Clark Wen
In dieser Episode ist Audio Engineer Florian Füsslin zu Gast, der als Audio Director bei Ubisoft arbeitet. Mit ihm sprechen wir über die sehr komplexen und aufwendigen Audioproduktionen hinter Computerspielen. Anhand aktueller Games dokumentiert uns Florian, wie umfangreich die Audioproduktion alleine dadurch ist, dass jede Bewegung eines Charakters einen Sound braucht, egal wie schnell, egal auf welchem Untergrund er sich bewegt oder welche Gegenstände er einsetzt. Natürlich braucht jedes Gebiet eine Ambience und eine Musik, die sich an die Dramaturgie des Spiels anpasst und sich von Ort zu Ort auch ändert. Wir sprechen außerdem über die Rolle von Psychoakustik in Computerspielen und wie der User durch Audio beeinflusst werden kann. Viel Spaß beim Hören!
Guido hat Chris Polus zu Gast, Audio Director von Stillalive Studios, die soeben den Bus Simulator 21 herausgebracht haben. Chris lebt in Basel und arbeitet für das Studio in Innsbruck. Wie kommen Töne in den Bus? Und warum ist der EDM-Pop in den Trailern so happy? (0:00:00) Loading... (0:01:01) Es geht los! (0:02:05) Neuer Prozess gegen Activision Blizzard: Angestellte eingeschüchtert, die versuchen, sich zu organisieren (0:06:12) Twitch klagt zwei Hate-Raid-Organisatoren an (0:09:30) Zu Gast: Chris Polus, Audio Director Stillalive, Bus Simulator 21 (0:10:15) Was ist der Reiz von Games wie Bus Simulator? (0:21:45) Was ist neu an Bus Simulator 21? (0:31:18) Wie gut verkauft sich der Bus? (0:33:00) Wie gross ist Stillalive in Innsbruck? Dank BS gewachsen? (0:34:19) Wie sind sie zum Bus Simulator vom Publisher Astragon gekommen? (0:40:04) Warum designen Alpenländer gerne Sim-Games? (0:42:33) Wie kommen die Töne in den Bus? (0:54:12) Die Gespräche der Passagiere im Bus (0:57:28) Was macht beim Entwickeln am meisten Spass, was war am schwierigsten? (0:59:52) Die Auswahl der fröhlichen EDM-Pop-Musik für die Trailer (1:08:09) Woran arbeitet Chris als nächstes? (1:09:56) Vorschau: Game-PR-Sofa und Deathloop
Marcin Czartynski is the audio director of Outriders at People Can Fly. His long and rich career has given us games such as Fortnite, Gears of War, Bulletstorm and Painkiller. In this episode, we talk about his background, sound design, mixing games and Marcin's workflow.Wassup Conversations is on YouTube and all the major podcast streaming services.https://www.nikoofarmusic.com/wassupPlease consider donating to Wassup Conversations via this link:https://www.nikoofarmusic.com/support-and-donationsHamidreza Nikoofar's Twitter:https://twitter.com/HRNikoofarThe video is done by:https://twitter.com/itsemadameriChapters:00:00 Intro1:20 Marcin's Background38:38 Sound Design and Tools1:19:40 Mixing GamesSupport the show (https://www.nikoofarmusic.com/support-and-donations)
In episode 8, John gets to learn all about game audio design from Kristen Quinn an Audio Director for PolyArc Games in Seattle, WA. Her credentials include FEAR & Condemned (Monolith), Fable 2 & 3 (Lionhead), Sunset Overdrive (Insomniac), and Legends of Runeterra (Riot). She talks about how she got into games, how she approaches hiring and building a strong team, and what she's learned from going to AAA to smaller teams, and what strong audio design means to her, and more. Chapters: (00:00) Who is Kristen Quinn? (09:55) Hiring At PolyArc (19:43) Supporting Your Team (31:46) Finding a Partner (40:00) Adapting from AAA to Smaller Teams (51:18) Effective Audio Design & Direction (59:56) Inferiority Complexes (01:09:02) Repetitive Dialogue (01:17:06) Kristen's Wrap Up (01:20:50) John's Final Thoughts More Info: Reducing Bias in Game Audio Hiring: https://blog.prosoundeffects.com/reducing-bias-in-game-audio-hiring GDC 2021 - Avoid an Identify Crisis as a Technical Designer: https://schedule.gdconf.com/session/avoid-an-identity-crisis-as-a-technical-designer/878097 Connect with Kristen Quinn on LinkedIn - https://www.linkedin.com/in/gameaudiogirl/ Follow Kristen Quinn on Twitter - https://twitter.com/GameAudioGirl Kristen's Moby Games Credits - https://www.mobygames.com/developer/sheet/view/developerId,173696/ Follow John Diaz on Twitter: https://twitter.com/elkingpin To be a guest book a meeting here: https://calendly.com/outofplayarea/preshow Connect with us http://outofplayarea.com
Next stop, Slamdance y'all! Our first interview during the film festival for filmmakers by filmmakers is with director Chelsea Christer and band member of The Matches, Justin San Souci. In this interview, they talk about their documentary Bleeding Audio, which follows the journey of a band out of Oakland, Ca. called The Matches. The incredible footage they have of the band as they grow up in the music industry sets the stage for the journey they take as the industry turns to digital platforms almost overnight. The toll the digital age takes on a band coupled by having bad management is an interesting true story that Chelsea captures and tells so well through the lens of the band members, their parents, and their community.This was a fun interview and this doc. makes us yearn for live music shows - which can't come fast enough - after everyone gets the vaccine of course. Thanks for listening!Bleeding Audio is currently playing at the Slamdance Film Festival, and will be making its way around the circuit at the San Luis Obispo & Oxford Film Festivals in March. Visit the Bleeding Audio website, then follow them on Instagram & Twitter to get all the latest! --Be well, stay safe, Black Lives Matter, AAPI Lives Matter, and thank you for wearing a mask. --Buy us a cup of coffee!Subscribe to our channel on YouTube for behind the scenes footage!Rate and review us wherever you listen to podcasts!Visit our website! www.bitchtalkpodcast.comFollow us on Instagram, Facebook, and Twitter.Listen every other Thursday 9:30 - 10 am on BFF.FMPOWERED BY GO-TO Productions
(TSAP S04E02) In this episode, Sam is joined by Sucker Punch Productions Audio Director, Rev. Doctor Bradley Meyer to chat about the audio for Ghost of Tsushima. They discuss the soundscapes of the environments, the detail in the Foley, voiceover, dynamic systems, creating authentic sounds for the world of 13th Century Japan and so much more in this deep dive conversation! "The Rev. Dr. Bradley D Meyer is audio director at Sucker Punch Productions where he most recently helped bring Ghost of Tsushima to life. Brad has worked on most pieces of hardware from cellphones to consoles to PCs on franchises such as inFAMOUS, Spider-Man, Tony Hawk, Frogger, Dance Dance Revolution, Shrek, TMNT, and You Don't Know Jack. Over the years, Brad has lectured extensively about game audio at conferences and universities, and was a contributing editor at designingsound.org. He is an ordained minister and a doctor of metaphysics and immortality, so he can talk about the constructs of our physical realm, or marry you to the adult human of your choosing." Big thanks to Callum Tennick for editing and mastering this episode. This episode and so much more at: www.thesoundarchitect.co.uk Twitter: @SoundDesignUK Facebook: facebook.com/thesoundarchitect.co.uk Instagram: thesoundarchitectofficial Stay up to date via our Monthly Newsletter as well: www.thesoundarchitect.co.uk/newsletter --- Send in a voice message: https://anchor.fm/thesoundarchitect/message
(TSAP S04E01) In our very first interview of Season 4, we're starting 2021 like a Zagreus out of hell. In this episode, Sam is joined by Audio Director of Supergiant Games, Darren Korb about their recent hit game, HADES. Sam chats to Darren about his career so far, his 10+ years at Supergiant Games, the early access journey of HADES, creating all the audio, music as well as voicing the main character Zagreus (and Skelly!) and more! "Darren Korb is the Composer and Audio Director for Supergiant Games, whose award-winning scores for Bastion, Transistor, Pyre, and Hades have have received over one hundred million Spotify plays.” Big thanks to Callum Tennick for editing and mastering this episode. This episode and so much more at: www.thesoundarchitect.co.uk Twitter: @SoundDesignUK Facebook: facebook.com/thesoundarchitect.co.uk Instagram: thesoundarchitectofficial Stay up to date via our Monthly Newsletter as well: www.thesoundarchitect.co.uk/newsletter --- Send in a voice message: https://anchor.fm/thesoundarchitect/message
Wow.TODAY! Darren Korb, the man with the musical plan joins the podcast to talk about Supergiant, Steve Albini, Rickety Stitch, Abbey Road, and everything in between!Support Supergiant here:https://store.steampowered.com/sale/super_giant/- - - - - - - - - POPCULT CODE USE FOR 30% OFF: RAZE ENERGY CODE FOR 15% OFF: the_wannabecritic WEBSITE: wannabecritic.com MERCH: https://teespring.com/stores/the-wannabe-critic SPOTIFY PODCAST LINK DUMP - AVAILABLE ON APPLE AND OTHER SIMILAR PLATFORMS: THE WANNABE CRITIC - https://open.spotify.com/show/2YfA8mF8bJ6J4Wy1aBs7lr GAME CLUB - https://open.spotify.com/show/4D4HWBAMeDoJMp2RnnEKKE A GUY AND HIS WIFE - https://open.spotify.com/show/3zxedppBwVnVX1WbKei3Ut STORY TIME: A STAR WARS PODCAST -Â https://open.spotify.com/show/43F4wOjl5JePsbuyYIGiw2
Darren Korb is a musician and the Audio Director of the IGN and Polygon 2020 Game of the Year, "Hades." We discuss Darren's process to develop the music for this amazing game. As esports grows in schools, this is an example of how we can think beyond the games to provide unique experiences for all our Scholar Gamers. -- Darren Korb (LinkedIn // Twitter) Hades (Game // Soundtrack) -- Esports is organized competitive video games allowing schools to redefine their athletic culture, diversify opportunities for student participation, promote physical and mental health, increase collegiate scholarship pathways, and play games! We cannot forget the importance of play! James O'Hagan (LinkedIn // Twitter) is the Founder and Host of The Academy of Esports podcast. The Academy of Esports (Website // Twitter) You may email any questions or topic suggestions to contact@taoesports.com. -- Music provided Royalty Free "8 Bit Adventure!" Querky Fun Game Music by HeatleyBros iTunes: https://goo.gl/M3b16f Spotify: https://goo.gl/5SbVuk License: https://goo.gl/jadB5E Twitter: https://goo.gl/fKqyrj Facebook: https://goo.gl/PrsTvS --- Send in a voice message: https://anchor.fm/taoesports/message Support this podcast: https://anchor.fm/taoesports/support
What does an Audio Director do? Well Tom Todia from Electronic Arts has lots to talk about. How do you make those sounds in your favorite video game and what is the best part of working with AUDIO!! Learn about about this cool vocation as well as the video game of the WEEK!!!
In this episode of the Fika Sessions, Petter Mårtensson sits down with Alex Riviere, Audio Director at Massive Entertainment, to discuss audio direction for video games and his unique journey into the gaming industry. How do you create a sound? And how can a sound affect how we play and feel about a game? These are some of the many topics that Alex walks us through as he talks about his role as an Audio Director. It's a role that includes everything from defining strategies and visions for games, to implementing individual sounds, and travelling the world to capture the sounds of a specific bird. Alex also brought some fika that is highly inspired by his home country! Tools & Links: Books Aaron Marks “The Complete Guide to Game Audio” - https://www.amazon.com/Aaron-Marks-Complete-Guide-Audio/dp/1138795380 Articles: Florian Titus Ardelean “The Bible of Getting a Job in Game Audio” (a compilation of articles) - https://docs.google.com/document/d/1sAd8xOdngsdLJqKfcOnyL8xRhPi3Uitys6fEXU9O2X0/mobilebasic Blogs: Audiokinetik Blog - https://blog.audiokinetic.com/ Massive Blog – Alex's Top 5 Audio Portfolio Tips - https://www.massive.se/blog/recruitment/my-top-5-portfolio-tips-audio/
From Live sound and national touring to theater sound to assisting and running sessions in LA recording studios to the scoring stage at Universal Studios. Getting lucky with a gig in Editorial, laying in backgrounds and sound effects for TV shows and movies. Developing custom sound design for the Weird Science TV series. Getting exposed to working in Dolby Surround and using that experience to transition to the SF Bay Area Film and Post world. Being warned how that was going to be very hard in the Bay Area. Seeking council from engineers working at The Saul Zaentz Film center. Getting introduced to Murray Allen, a Chicago Ad legend, president of AES and founder of The Recording Academy (The Grammys). Finding common ground with Murray that led to contract work with EA working on Wing Commander 3 and mixing on ADAT. Eventually being hired on the team with Don Veca, Rob Hubbard and other Game Audio industry legends. Going on to work on many sports titles. Figuring out the concepts of granular sound design for interactive sound. Meeting the memory challenges of early gaming consoles. Grinding 12 hour days, 80 hour weeks and building long lasting relationships. Going from twelve years at EA to Sony in 2006 to work on the Socom franchise on the PS2 console and becoming Audio Director for The Godfather Project. Building a twelve man audio team for an open world game. The importance of engineering support in the audio design process. Porting to the second generation XBox 360 with expanded memory and using the additional RAM to up-sample the effects for higher audio quality causing the game mix to sound off requiring each sound design event to be re-mixed. A deeper dive in mixing a game title. The many challenges of working on a "launch title". The need to be agile , working with multiple departments and meeting multiple deadlines and challenges. Supporting outside developers as a service team. Working on Sly Cooper with Greg Debearde and "becoming the audio team". Working on Uncharted and The Last of Us by supporting "The Santa Monica Team". Working with Dolby Pro Logic & Pro Logic 2 with EA sports out of Canada and then on the SSX Snow Boarding titles encoding four channel DTS for live, real time Quad mixing. Moving to a nice to have feature to a must have that enhances the experience and sales of the games. Detailed description of creating an immersive audio demo to compare three tools for immersive audio mixing: Dolby Atmos, FB 360 and Dear VR. Using the Dolby Atmos render to create a realtime Binaural mix. Differences in HRTF and headphones affecting the results of a mix. Check out the blog for more detailed info and all three Binaural mixes side by side: https://pyramind.com/mixing-a-track-on-dolby-atmos-facebook-360-and-dear-vr-comparison/ Opening Music Credit: LGTBLTS by Dylan Seligman from his soon to be released Game Music EP, Acronym. Learn more about your ad choices. Visit megaphone.fm/adchoices
(TSAP S03E15) For those of you who don't know, The Last of Us has a very special place in our hearts. 7 years ago, our VERY FIRST episode of The Sound Architect Podcast, was with Audio Lead on TLOU1 - Phillip Kovats. So, 7 years later when Sam got to speak with Audio Lead (Now Naughty Dog's Audio Director!) Rob Krekel, it made this a very special episode for us here. Sam chats with Audio Lead, Rob Krekel about the audio for The Last of Us 2, including the glass shatters, environmental sounds as well as all the nitty gritty stuff such as implementation, optimisation, outsourcing, raycasting and more! So get stuck in! "Today's podcast is sponsored by Outspoken Audio and their dialogue production tool ‘XenoVox' which is fully automated, standalone, dialogue production software, designed specifically for game audio. Reading directly from your Excel script, XenoVox records and prioritizes takes for an unlimited number of actors, and includes the feature called ADP, which plays-back existing assets to prompt other actors in the same conversation flow, as if they were all in the same room together – something to help in the 'new normal'. Currently working for both AAA and smaller projects alike, you can find out more with a free trial, tutorials and FAQ's, on their website outspokenaudio.com." Big thanks to Caullum Tennick for editing. Want to sponsor an episode? E-mail Sam at sam@thesoundarchitect.co.uk for your sponsorship to be read out on the podcast. This episode and so much more at: www.thesoundarchitect.co.uk Twitter: @SoundDesignUK Facebook: facebook.com/thesoundarchitect.co.uk Instagram: thesoundarchitectofficial Stay up to date via our Monthly Newsletter as well: www.thesoundarchitect.co.uk/newsletter --- Send in a voice message: https://anchor.fm/thesoundarchitect/message
An interview with Bradley D. Meyer, Audio Director at Sucker Punch. In this video chat, we talk about Bradley's background, Ghost of Tsushima, the ins and outs of the industry, his techniques, and the way Sucker Punch recruits new sound designers and composers.To get more from "Wassup Conversations" visit: www.nikoofarmusic.comTo keep up with Brad, check out his Twitter handle https://twitter.com/auralsurgeonYou can keep up with each episode and guests of Wassup Conversations on my Twitter https://twitter.com/HRNikoofarGhost of Tsushima is out now on PS4.
Heute sprechen wir mit Florian Füsslin über seinen Werdegang und die aktuelle Homeoffice Situation. Florian hat 2005 die SAE in Berlin erfolgreich absolviert und ist seit dem bei Crytec. Hier durchlief er viele verschiedene Positionen und ist mittlerweile „Audio Director“. Zu seinen Referenzen zählen Titel wie Crysis, Ryse, mehrere Warface Missionen, die VR Titel The Climb und Robinson, sowie HUNT: Showdown. In dieser Folge sprechen wir sprechen außerdem über binaurales Audio und dessen Einbindung in virtuelle Welten. Wer das nicht kennt, sollte sich unbedingt den „virtual barbershop“ auf YouTube mit Kopfhörern (!) anschauen. Außerdem geht es darum, wie so ein Berufsalltag als Audio Director aussieht und was es zu erledigen gibt. Viel Spaß! Das „Rise Up Dead Man" | Hunt: Showdown "Humming Theme“ solltet Ihr Euch außerdem auch einmal anhören! YouTube: "virtual Barbershop" auf Kopfhörern! Life After SAE auf Instagram: https://www.instagram.com/lifeaftersae/ Life After SAE auf Facebook: https://www.facebook.com/lifeaftersae/ Mehr zu Kurt gibt's hier: Instagram: https://www.instagram.com/kurt_jonathan_engert/ Homepage: https://www.kurt-jonathan-engert.com Mehr zu Glen gibt's hier: Instagram: https://www.instagram.com/glen_schaele/ Homepage: https://www.glenschaelespricht.de
(TSAP S03E07) Sam speaks to Cody Matthew Johnson about working on Devil May Cry 5 & Resident Evil 2 as well as his other projects, motivation and inspiration, plus his career path and more! Listen now on whatever platform you prefer. "Cody Matthew Johnson is a multi-media composer, music producer, audio director, sound designer, and multi-instrumentalist whose irreverent, unapologetic, and fresh perspective on music blurs the boundaries of conventional music. Johnson's musical work for Devil May Cry 5 has been critically acclaimed, garnering nominations such as The Game Awards, SXSW Gaming Awards, NAVGTR Awardsand more; the song “Saudade (feat. Shim)” for Resident Evil 2 won an Hollywood Music in Media Award for Best Song - Video Game and garnered a nomination at the Game Audio Network Guild Awards for Best Song. Cody is a founder of Emperia Sound and Music, a full service end-to-end audio solutions company for video games, interactive media, VR/MR/AR, and immersive audio, and serves as the Emperia Sound and Music Executive Director, CEO, Audio Director, and Lead Composer. Emperia Sound and Music tailors full service audio for mobile games, independent and AAA titles, and immersive environments and is represented internationally." Special thanks to Callum Tennick for editing. Want to sponsor an episode? E-mail Sam at sam@thesoundarchitect.co.uk for your sponsorship to be read out on the podcast. This episode and so much more at: www.thesoundarchitect.co.uk Twitter: @SoundDesignUK Facebook: facebook.com/thesoundarchitect.co.uk Instagram: thesoundarchitectofficial Stay up to date via our Monthly Newsletter as well: www.thesoundarchitect.co.uk/newsletter --- Send in a voice message: https://anchor.fm/thesoundarchitect/message
In this episode of the Millennials in China Podcast we interview Kian How, a successful Malaysian audio producer and music composer who has worked on video games and blockbuster films. Kian shares his journey from studying music in Boston to struggling to pay rent in Los Angeles, before moving to Shanghai 8 years ago and owning his niche. Show Notes: Kian’s background, from his time studying music in the US to how he struggled to pay rent while living the party life in LA. How Kian stumbled upon a job opportunity in China while intoxicated, and how he went from being skeptical about the opportunity to suddenly packing his bags and moving to Shanghai. Kian’s experience working with famed video game designer “American McGee” at Spicy Horse Studios in Shanghai. How he transitioned from being an employee to being a self-employed freelance audio producer - it took 3 years of building the foundations and networking before he was comfortable to do things on his own. How Kian managed to get the gig producing the soundtrack for one of China’s top grossing films, Wolf Warrior. The regional divide in China and how things can be totally different in different cities, both in terms of mentality and ways of doing business. Kian’s tough love for aspiring young artists and musicians.
Our very own Audio Director, Stephen Angello sits down with the rest of the Game Jawns crew. They discuss what it's like writing and composing music, creating sound effects for games and other types of projects. They delve into Steve's past and see how he got into games, what inspires his creations and what advise he can offer to those out there aspiring to create audio for games. Episode 28 Info: Hosts: Mitch Cook @MCook2016 (https://twitter.com/Mcook2016) Jack Forschner @jackforschner (https://twitter.com/jackforschner?lang=en) Reilly Zink @trippingoverbothfeet (https://www.instagram.com/trippingoverbothfeet/) Guest: Stephen Angello @StephenAngello (https://www.instagram.com/stephenangello/) Like what you hear? Follow and share us with people you love! Consider SUPPORTING Game Jawns on our Patreon at: patreon.com/lanternlightstudios (https://www.patreon.com/lanternlightstudios) Still want to support us but don't want to sign-up for a monthly contribution? Don't worry, we got you covered! You can now make one-time donations at Glow.fm here: https://glow.fm/gamejawns/ (https://glow.fm/gamejawns) and as always, thank you for your support! Producer: Anthony Zoccola - @AnthonyZoccola (https://twitter.com/AnthonyZoccola) Audio Engineer: Steve Angello - @StephenAngello (https://twitter.com/stephenangello) Support this podcast
Marty O'Donnell joins Austin Wintory on the Game Maker's Notebook to discuss his early career before video games, his pioneering work as an Audio Director, and his collaboration with Sir Paul McCartney. O'Donnell is a composer, audio director, and a Co-Founder of Highwire Games. He is best known for his work on Halo series, Destiny, Myth, and the debut title by Highwire Games, Golem. Are you a fan of the show? We need your help! Please take a moment to fill out this quick listener survey. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
We talk about Justin Bieber's and Selena Gomez's targeted social media campaigns to usurp Roddy Rich from the Billboard charts earlier this year, how streaming has changed the meaning of charts, and the power of K-pop fans. Afterglow Editors-in-Chief Annie Lyons and Delaney Davis are your hosts for this spring, and this week's guest is Afterglow Photo Editor Gabriela Ruiz. This episode of "Glow My God!" was produced by our Audio Director, Mark Yoder.
It was so good to get to sit down (virtually) with Tom this week and catch up. In addition to being a great ambassador of sound he is also an incredible teacher. Although many of his stories come from the world of audio his lessons are transferable to all disciplines. His message mush like my own, Get Involved, be creative and never give up. It’s a total bummer that we are not able to sit down in person these days but thanks to the folks at Zoom we are able to record these episodes and present not just the audio podcast but video as well. I know everyone out their is extremely excited to watch two dudes talk to each other through their computers for an hour, right? Good times! We have more episodes in the can and hope to bump up the frequency of new episodes during the crazy times we find ourselves in. Be sure to find us on Facebook - https://www.facebook.com/RobCobleThisIsOrlando/ as well as Twitter - https://twitter.com/TIOrlandoShowBe safe y’all. I’m standing by. Carlos once again provides the secret sauce to bringing these episodes to you so be sure to show him some love. As always, we want your suggestions and thoughts, ideas too. Be sure to reach out to me at rwcoble@gmail.com .
Producer, Julie Fink (a.k.a. Big Jingles) conducts a live broadcast from the North Pole with two of Santa’s top Christmas elves (Audio Director, Dave Douglas & Production Director, Brigid Coyne) as they read some colorful, imaginative (and often hostile) letters to Santa Claus written by real children from all over the world. Let's get frosty!
From the 1974 stop motion animated television special, The Year Without a Santa Claus, comes this dazzling rendition of “The Snow Miser & Heat Miser” song. CEO, Michael DeAloia (Heat Miser) teams up with Chief Creative Officer, David Moss (Snow Miser) and are joined by Audio Director, Dave Douglas and Account Manager, Conor Standish for a sprightly background vocal performance... luckily three fourths of this Christmas quartet happen to be professional musicians! Enjoy!
A chat with the audio director of Gearbox Software about sound and creating the audio experience of Borderlands 3.
Composer Darren Korb (Bastion, Transistor, Pyre) joins host Austin Wintory to discuss the past 10 years at Supergiant, intentionally staying small as a studio, striving to match each team member creatively, and how being a space camp counselor in 2005 influenced Hades' soundtrack. Korb is the Audio Director for Supergiant Games. He is best known for his composing work on Bastion and Transistor. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
Assassin's Creed Odyssey's Audio Director, Lydia Andrew, shares the secrets behind recreating sounds from 2,500 years ago. Read more: https://assassinscreed.com/game/en-us/news-updates/341318/inside-the-studio-with-audio-director-lydia-andrew ------ Assassin's Creed Odyssey: Legend of the Eagle Bearer (Main Theme)’ | Music by The Flight Label : Ubisoft Music (Ubiloud) Download or Stream: https://idol.lnk.to/AC_Odyssey_Main_Theme *** Follow Ubisoft Music Ubiloud Youtube: http://bit.ly/Ubiloud Spotify: http://spoti.fi/1IuiO2k Facebook: http://www.facebook.com/UBILOUD Twitter: https://twitter.com/UBILOUD Deezer: http://bit.ly/1F2uPrX
In this episode Morgan interviews Paul Weir, audio director for Hello Games. We discuss procedural music and his work on No Man's Sky. Thanks for listening. Enjoy! Recorded July 25, 2018
NEWS Finding new revenue from YouTube 7 keys to keeping your band together GUEST Disney audio director Nick Peck The post Episode #212 – New Revenue From YouTube, Keeping Your Band Together, And Audio Director Nick Peck appeared first on Bobby Owsinski's Inner Circle Podcast.
NEWS Finding new revenue from YouTube 7 keys to keeping your band together GUEST Disney audio director Nick Peck
Welcome to a bonus episode on the Shelf Addiction Podcast! Watch the A Quiet Place Trailer - https://www.youtube.com/watch?v=p9wE8dyzEJE***Want to contribute to the production of PCS and Book Chat? Help the Shelf Addiction Podcast pay for the hosting and editing of the podcast by becoming a patron! Learn more at https://www.patreon.com/shelfaddictionIf Patreon isn't your thing, you can also show your support by using out sponsored links or buying me a coffee (ko-fi.com/shelfaddiction) to help me with my early mornings and late nights spent editing. Find Tamara on social media! - Blog | shelfaddiction.comTwitter, Anchor, & Instagram | @ShelfAddictionFind Lisa on social media! - Website | http://pandra411.wixsite.com/lisaorban - YouTube | https://www.youtube.com/channel/UC0P4sWFg7U72dOTKzmYMCNg - Twitter | @LisaOrbanAuthorBlog Updates: Read. Listen. Discuss - Join the Read-Along!! Get more info here: http://www.shelfaddiction.com/read-along.htmlWant to share a comment? Have a question you'd like answered on air? Call into Shelf Addiction and leave a Speakpipe Voicemail!https://www.speakpipe.com/shelfaddiction or Call in on Anchor FM! https://anchor.fm/shelfaddiction Books and audiobooks one click away:New customers get a free 30-day membership and your first audiobook FREE! Use the promo code AUDIOSHELF when you sign up at https://ca.audiobooks.com/signupAudible.com - Get a free 30-day membership and a free book | http://amzn.to/2k1tfloGet a FREE audiobook from audiobooks.com | Use code: AUDIOSHELF when signing upDownload ebooks & Audiobooks on Scribd | https://www.scribd.com/g/4vrg66Try out a bookish monthly subscription box:OwlCrate | https://owlcrate.com/refer/Tamar-JBMIRGIGBeuLITfulreads Box | https://beaulitful-reads.cratejoy.com/refer/Tamar-ULAVCMCIThe Bookish Box | https://thebookishboxx.cratejoy.com/refer/Tamar-VWBBNRZQMovie trailer audio (promotional materials) used under a Creative Commons - Attribution for fair use. Movie trailer is owned by Warner Bros., Amblin Entertainment, Village Roadshow Pictures, Amblin PartnersProduced with Cyberlink AudioDirector- Ad Music | Sweet Success on Purple Planet is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://www.purple-planet.com/upbeat/4593380163- Intro/Outro Music created by Samone Ward- WebloopG82 courtesy of Audio Director sound library- Topic Transition Music | Readers! Do You Read? by Chris Zabriskie is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://tinyurl.com/pz32lqy | http://chriszabriskie.com/licensingThumbnail photo courtesy of; Paramount PicturesFTC Disclaimer: The show notes may contain affiliate and/or referral links. I receive a small commission if you purchase using my link(s). If you purchase using my link(s), you will be supporting the Shelf Addiction website and podcast. This is NOT a sponsored podcast. All opinions are genuinely my own.**This audio podcast shall not be reproduced, sampled or uploaded elsewhere without my written consent.
Welcome to a bonus episode on the Shelf Addiction Podcast! Watch the A Quiet Place Trailer - https://www.youtube.com/watch?v=p9wE8dyzEJE***Want to contribute to the production of PCS and Book Chat? Help the Shelf Addiction Podcast pay for the hosting and editing of the podcast by becoming a patron! Learn more at https://www.patreon.com/shelfaddictionIf Patreon isn't your thing, you can also show your support by using out sponsored links or buying me a coffee (ko-fi.com/shelfaddiction) to help me with my early mornings and late nights spent editing. Find Tamara on social media! - Blog | shelfaddiction.comTwitter, Anchor, & Instagram | @ShelfAddictionFind Lisa on social media! - Website | http://pandra411.wixsite.com/lisaorban - YouTube | https://www.youtube.com/channel/UC0P4sWFg7U72dOTKzmYMCNg - Twitter | @LisaOrbanAuthorBlog Updates: Read. Listen. Discuss - Join the Read-Along!! Get more info here: http://www.shelfaddiction.com/read-along.htmlWant to share a comment? Have a question you'd like answered on air? Call into Shelf Addiction and leave a Speakpipe Voicemail!https://www.speakpipe.com/shelfaddiction or Call in on Anchor FM! https://anchor.fm/shelfaddiction Books and audiobooks one click away:New customers get a free 30-day membership and your first audiobook FREE! Use the promo code AUDIOSHELF when you sign up at https://ca.audiobooks.com/signupAudible.com - Get a free 30-day membership and a free book | http://amzn.to/2k1tfloGet a FREE audiobook from audiobooks.com | Use code: AUDIOSHELF when signing upDownload ebooks & Audiobooks on Scribd | https://www.scribd.com/g/4vrg66Try out a bookish monthly subscription box:OwlCrate | https://owlcrate.com/refer/Tamar-JBMIRGIGBeuLITfulreads Box | https://beaulitful-reads.cratejoy.com/refer/Tamar-ULAVCMCIThe Bookish Box | https://thebookishboxx.cratejoy.com/refer/Tamar-VWBBNRZQMovie trailer audio (promotional materials) used under a Creative Commons - Attribution for fair use. Movie trailer is owned by Warner Bros., Amblin Entertainment, Village Roadshow Pictures, Amblin PartnersProduced with Cyberlink AudioDirector- Ad Music | Sweet Success on Purple Planet is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://www.purple-planet.com/upbeat/4593380163- Intro/Outro Music created by Samone Ward- WebloopG82 courtesy of Audio Director sound library- Topic Transition Music | Readers! Do You Read? by Chris Zabriskie is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://tinyurl.com/pz32lqy | http://chriszabriskie.com/licensingThumbnail photo courtesy of; Paramount PicturesFTC Disclaimer: The show notes may contain affiliate and/or referral links. I receive a small commission if you purchase using my link(s). If you purchase using my link(s), you will be supporting the Shelf Addiction website and podcast. This is NOT a sponsored podcast. All opinions are genuinely my own.**This audio podcast shall not be reproduced, sampled or uploaded elsewhere without my written consent.
Adam Redding, Mike Lopez and David Tate sit down with Darren Korb, Audio Director and Composer at Supergiant Games (Bastion, Transistor, Pyre) to discuss their humble beginnings, to the incredible ambition of the studio's latest efforts, in SBFVGS Episode 84!
Sam Hughes chats with Playtonic Games' Audio Director, Dan Murdoch about the audio for awesome game title Yooka Laylee. They discuss the influences of Banjo Kazooie, going from Junior Sound Designer at Rocksteady, to lead on a project, and more! Full interview here: http://www.thesoundarchitect.co.uk/danmurdoch Thanks again to our sponsors Krotos Ltd., creators of Reformer: http://www.krotosaudio.com
Guests are Brad Beaumont, Audio Director for League of Legends at Riot Games, and Inon Zur, composer for Syberia 3. You can support Level with Emily Reese on Patreon.
Mark Lampert joins the show to talk about his job as a video game audio director. Mark works for Bethesda Game Studios on such games as Fallout and The Elder Scrolls. He oversees everything from creating sound effects, voice over to working with the sound track composers. In this episode Mark tells how he got started in … Continue reading Audio Director – Mark Lampert part 1 – Ep7 →
Listener questions and creative process with Mark Lampert! In the second part of my interview with Mark we get to a bunch of listener questions and talk more about how he actually goes about creating the sounds for monsters and robots. Spoiler alert, cats may be involved! Mark work for Bethesda Game Studios on games like … Continue reading Audio Director – Mark Lampert part 2 Ep8 →
Here is the 16th episode of The Network podcast for Assassin's Creed. Hosts EscoBlades and UbiGabe are joined by Lydia Andrew, Audio Director on Assassin's Creed Syndicate at the Ubisoft Quebec studio.
Sam Hughes speaks to brilliant Composer and Audio Director, Stephen Baysted! They discuss Stephen's career so far, key turning points, his work on Project Cars, The Impressionists and more, plus some great advice for other composers! Check out more here: www.thesoundarchitect.co.uk/stephenbaysted
Idaho based sound recordist Frank Bry has been featuring his sound effects libraries with the online community since 1998 when he launched therecordist.com. We spoke with Frank to hear more about his early projects as a Audio Director working on the Emulator III digital sampler and how he transitioned into becoming a passionate and committed recordist and sound effects library company.