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I am joined by Mark Benis, who has composed the musical soundtrack for the point and click adventure game Rosewater, set in the wild west and released in 2024. Mark has also worked on the soundtrack for Lamplight City with others credits for titles including Wolfenstein: Youngblood. In this podcast, we discuss his joy of retro chip-tune music of retro gaming platforms including the Nintendo Game Boy, which has inspired his journey creativity to now write musical soundtracks for modern gaming titles. Topics include: Mark Benis’ opportunity to become a game composer Childhood love of Pokémon Red/Blue music led to a lifelong curiosity about chip music The beauty of 8-bit music to orchestral and back again Using Wwyse and FMOD as audio middleware to replace line-by-line coding Mark’s early days and the audio equipment he used The financial barrier of the many professional audio sample libraries No woodwinds in the game Lamplight City inspiring creativity by limitation How hardware MIDI modules (Roland MT-32, Sound Canvas etc) have been replaced with software music audio libraries Mark’s go to piano performances to loosen his fingers and inspire his thoughts Mark’s computer and desk setup for music composition What is Rosewater and the musical brief you were given Avoiding the typical wild west country style music How much of the original work made it into the game soundtrack? How much of the artwork and game direction did Mark see before composing the tracks? Timing introductions to the music, or arranging the music to the intro? Hearing the voice acting dialogue for the first time reactions Mixing virtual instruments with live music players Choral music creation for the game Lamplight City recorded in a church with a real choir Mark’s future projects Collaborating on musical projects and avoiding arguments Featured music within the podcast, kindly provided with permission by Mark Benis… 7-43 to Rosewater Once Upon a Time in Western Vespuccia Night Walk The Showdown So Long, Partner Flor Silvestre by Christiane Ramirez You can download the full Rosewater Soundtrack on Mark Benis’ Bandcamp page. The full transcript can also be downloaded… SUBSCRIBE TO THE SHOW: Amazon Music | Apple Podcasts | Deezer | Pocket Casts | RSS | Spotify | YouTube Music | YouTube SUPPORT THE SHOW: Donate to the Game & Gadget Podcast & Pixel RefreshSUBMIT QUESTIONS FOR THE SHOW: Submit a question for the Game & Gadget PodcastFIND OUT MORE: What is the Game & Gadget Podcast WEBSITE: Pixel Refresh – Gaming, Gadgets & Tech both Retro & ModernEMAIL SUBSCRIBE: Latest Articles / Reviews via EmailPIXEL REFRESH YOUTUBE CHANNEL: Pixel Refresh on YouTubeFREE GAME SOUNDTRACKS: ScummVM Music Enhancement Project Original post link: Video Game Music with Rosewater’s Mark Benis – Game & Gadget Podcast #40, created by James Woodcock. For even more content, visit Pixel Refresh - Gaming & Tech | Retro & Modern. Original post link: Video Game Music with Rosewater’s Mark Benis – Game & Gadget Podcast #40, created by James Woodcock. For even more content, visit Pixel Refresh - Gaming & Tech | Retro & Modern.
There are now episodes of Nice Games Club for each new day of the year! When you get to the last day of that year, you'll hear about Audio Middleware and Psychic Distance from us in the clubhouse.About the Fair - Minnesota State Fair0:17:06Audio MiddlewareAn example of audio tech conversations we've had in the past.Game Audio Tools and WorkflowsWwiseAudiokineticFMODFMOD0:51:32Psychic DistancePsychic Distance: what it is and how to use itEmma DarwinThis Itch of Writing
The duo of Mike and Vince find themselves confronted with the eternally burning question of: FMOD or WWISE? Other notable mentions include: Nothing But ThievesGodot Featuring: Vincent Diamante and Alex May Recorded July 5, 2024
Work habits, FMOD, and brown noise figure prominently in this episode of the GAH, with Alex in particular berating Vince for his poor attempts at work-life balance while Mike maintains order with some helpful tips. Other notable mentions include: Elden Ring (Video Game / FromSoftware)Pacific Drive (Video Game / Ironwood Studios)Solas (Irish-American Musical Band) Featuring: Alex May and Vincent Diamante Recorded April 26, 2024
We have special guest Steve Pardo on and we talk about Music production for video games. Talk about some of the software that is used like FMOD and WISE, to UNREAL engine and other software, to the creative process required for video game composition and the difference in that and traditional music that has a start and finish. We also talk about Spacial Audio, 360 audio, Dolby atmos, and the roles of leading companies like META, SONY, and others who are leading in the space. We even touch on AI in music, so join us as we talk about the all things in technology for the home. From content creation, system design, system install, and enjoyment in the home, we cover it all!
I welcome Jeff Linville, the Co-Founder and Sound Designer at Ritual Studios to this episode. We discuss topics like sound design, pitching your game to publishers, and the future of AR and VR. Jeff shares about the importance of your personal network, learning how to script and work in-engine, and maintaining a healthy mindset with the ups and downs of the industry. We then go into the importance of sound design, highlighting the transformative power of sound that enhances player experiences. Hear about the challenges faced by sound designers, such as time constraints and file size limitations, plus having content cut. Jeff shares why he's bullish on VR and thoughts around AR possibly replacing smartphones through spatial computing. We then get into the concerns about AI's impact on game development and copyright issues, along with ideas around the benefits. Hear how the team pivoted their game pitch to get better results by focusing on bite-sized call-to-action prompts, plus using gifs and game audio to create the game experience. Learn the importance for sound designers to be able to work in-engine and script, plus having an engineer connection to help implement ideas and tech. Jeff and I then talk about the importance of seizing opportunities, networking with peers, and maintaining a positive attitude through setbacks. We then wrap up discussing chance encounters, the abundance of good people in the industry, and the power of doing great work. Bio: Jeff Linville is Co-Founder of Ritual Studios, a Chicago based indie studio working on their first title, Fretless: The Wrath of Riffson. Jeff has been in the game industry for over 6 years as a Sound Designer and Composer working on various titles, including Fretless and Cardio Ex. Show Links: * Fretless: The Wrath of Riffson Reveal Trailer YouTube * Cardio Ex Game Soundtrack on Spotify * FMOD website * Apple's Vision Pro spatial computing Apple website * Guild Wars 2 website * Alien: Isolation App Store * The 2023 Hollywood Strike for Dummies Vulture Connect With Links: * Fretless: The Wrath of Riffson Steam page * Ritual Studios Twitter * Jeff Linville Twitter * Jeff Linville YouTube * Playdigious home page * Playdigious TikTok Game Dev Advice Links: * Game Dev Advice Patreon - please support this work if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we're hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Troisnyx is a game score composer. She has worked on many games, including Ley Lines, Revita, Mythic Meetup, and others. We will mostly be discussing Ley Lines because that's the game that I have played with Troisnyx's work. She is also a graphic designer for album covers. Ley Lines is free on Steam! In this episode we will discuss creating album art for fellow composers, the tech behind music composition, being an organist, mixing and mastering, looking for composing work, the importance of vetting your collaborators, emotional literacy, and much more. Troisnyx on Twitter: @Troisnyx Troisnyx on the web: https://www.troisnyx.co.uk Ley Lines on Steam 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/
Lukas Meinardus and Alex Binderer are the co-founders of Syndrone, a video game sound design and music composition studio based in Germany. They have provided music and sounds for many games, but today we will be focusing mostly on the recently-released Hell Pie (2022). Hell Pie is a great game, and the music and sound design are fantastic. We will also discuss Lonely Mountains: Downhill (2019), featured on the third ever episode of IGI when I interviewed the developer, Jan Bubenik. In this episode we will discuss sound design, what is middleware and why is it important?, FMOD, adaptive music systems, creating sound for a game without music, foley, VR audio design, the importance of adopting new sound design technologies, and much more. Hell Pie on the web: sluggerfly.com Lonely Mountains: Downhill on the web: lonelymountains.com Syndrone on the web: syndrone.de Syndrone on Twitter: @Syndronemusic 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/
Hello World! Welcome back to Let's Talk...Audio. Remember to join us on https://discord.gg/7RfWWYSb (Discord)! Rose was one of the first people to start following Tangela on IG when the podcast launched in early 2020. Tangela always wanted to visit Brisbane. Rose brings up an animated kids show that is entirely produced in Brisbane, called https://www.bluey.tv/ (Bluey). Tangela shares her love for childrens' shows' theme songs as well as jingles in general. Tangela asks Rose about a favorite theme song. Rose's first thoughts are of the https://www.youtube.com/watch?v=Sfg9DVwOd9w (THX film intro) and the https://www.youtube.com/watch?v=oAhvQoLpvsM (Playstation 1 boot up) sounds. Tangela's favorite theme song (at the time of recording) was for the TV show Psych, partly because there were alternate recordings of it depending on episode context, including https://www.youtube.com/watch?v=gGGzzZyJECE (Boyz II Men) and Bollywood versions. After discussing music in a similar light, they talk about front-of-house work and Tangela asks Rose about her work streaming live shows to the internet. That discussion includes running front-of-house with limited setups, such as fewer microphones than the band would have ideally. Rose - "live is the thing that made me realize that even if I screw up, it's gonna be alright ... and you can be annoyed about it, but the gig's done now" She points out that she is constantly reinforcing to her students that they should share their work, in process. It doesn't have to be perfect before they show anyone (and shouldn't, at least if you want constructive criticism and feedback). Speaking of students, Rose is a lecturer at a university. As a teacher-person, she's been teaching for 8 years this year. She originally went to school herself for a Bachelor's in Audio. Rose tries to keep up with changes in technology with regards to audio. She cites TikTok as a particularly powerful case study regarding impact on the music industry. https://www.fmod.com/ (FMOD) is an audio middle-ware (between your game engine and your DAW) tool she's been particularly excited about. It is used to manage the audio library in the context of interactive media like games. Rose - "It allows you to just create all of this diversity from a quite small package of original sounds ... you get to choose how it will actually play back in a much more detailed kind of way" Next they discuss how and why Rose has segued into gaming audio. As part of the topic, she uses Red Dead Redemption 2 as an example for dynamic and flexible sound scoring/design. From there they discuss the nuances around creating audio for use in consumer grade speakers/headphones, as well as the compression challenges associated with streaming platforms. After, they discuss demographics in fine detail, in terms of inequalities and the differences between America and Australia. They also discuss whether or not there is a labor shortage in audio. Tangela refers here to the https://www.beatsinabottle.com/letstalkaudio/episode/4f06bbf4/whats-xlr-stand-for-or-lets-talkaudio-with-tim-weaver (Tim Weaver episode). Rose relates to Tangela how the festival economy has been seriously affected by Australia's state level border closings during Covid. For closing thoughts, Rose strongly recommends that creatives push themselves to make stuff, and release it, put it out! "Not being precious about anything" Rose can be found at roseparkeraudio on everything. "Rose had an early interest in music and audio production spurred while flipping through her parents vinyls as a kid and wondering, "How did they get it to sound like that?!". Rose started playing guitar and running the sound production at her school when she was 14 and hasn't stopped working with audio since then. Rose has worked at West End record store, Jet Black Cat Music, liaising with artists & management, providing live sound for in-store shows, as well as recording them for the stores YouTube channel. Rose
Hew Wagner is a singer and music composer for games, TV, and movies. I discovered Hew's music through the game The Companion, developed by Studio 46. Hew specializes in cinematic, orchestra composition. In this episode we will discuss acquiring freelance composer work, dealing with criticism, orchestral composition, the definitions of art song and oratorio, opera, composing for game jam games, combating the tendency to procrastinate, communication with the developer, learning FMOD implementation, and much more. Hew Wagner on the web: hewwagner.com Hew Wagner on Twitter: @hewwagner The Companion on Steam Follow me on Twitter: @IndieGameINTL Consider becoming an IGI Patron: https://www.patreon.com/indiegameINTL
We'll be taking a short holiday break until January 12th, 2022! New episodes will be coming out then! In the meantime, I announced 4 new game audio courses for those of you interested in working as a full-time game audio designer! These will all be coming out in 2022. First up is The Game Industry Professional, which focuses on the business side of working in game audio - how to get paid, how to negotiate, how to find work in the first place, and how to make a great full time living off of game audio. Next, I'll be re-opening my course Step-By-Step Sound Design, which sold out in less than one minute last month. This is the course that will help you create great sound design, faster, with less randomness, and more confidence. This one is totally beginner friendly, as well. After that, there will be Step-By-Step synthesis, which will teach you how to make great sound design from scratch using the synthesizer Serum. If you really want to know what you're doing in a synthesizer and want to stop just twiddling knobs, this will be for you. And last up is Step-By-Step FMOD. If you want to be able to actually get your sounds into a game, this will be the course for you. I'll be teaching Unity, FMOD, and C# programming to help you be more flexible and confident on every game you work on by giving you the power to place your sounds in a game. No programming experience required here. Just head over to bit.ly/soundbizpod to sign up for my newsletter so you can know when those are coming out
Nessa Consultoria Game Audio, eu falo com o grande Marlon Heimann, dono da Produtra Girafa, que está entrando na área de áudio para games e quer saber como ele pode começar a criar o seu reportório de música para jogos para saber reconhecer os diferentes estilos de música e até usar como referência para seus futuros projetos. Falo também com meu aluno William Artuso, que teve alguns problemas para convencer desenvolvedores a usar FMOD e eu dou umas dicas das táticas que eu uso para convencer meus clientes a usarem essa ferramenta.
Here in the Grandstands of the Arena, you will get to hear the dialogues from every posted YouTube video from the channel. Grandstands #1 is about CryEngine and FMOD Studio Integration - https://youtu.be/oYeeupMlDTY Share the Podcast to show your support!!! Check out my Social Media Twitter - https://twitter.com/vigmu2 Tumblr - https://meedajoe0417.tumblr.com/ Discord - https://discord.gg/AYEAK5RmFR If you would like to donate for my current work and for further content! You can donate here -- https://bit.ly/3ea8q3u Provide thoughts on show and join email list for show notifications: https://bit.ly/3hGNqEP --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/vigmu2-games/message Support this podcast: https://anchor.fm/vigmu2-games/support
¡Ni las atalayas gustativas podran salvarlos!¡Porque es Lunes y SpreadShotNews ya esta aqui! En este episodio: Maxi arranca el Project Wingman y nos cuenta sus primeras impresiones, mientras Nico prueba Remnant: From the Ashes, y ademas ambos continuan jugando Yakuza: Like a Dragon. En el Rapid-Fire tenemos noticias sobre Microsoft que sigue comprando cosas, FMOD se suma al modelo de negocio mas amigable para desarrolladores pequeños, BioWare y su eterna lucha por existir, la apertura de un nuevo estudio por parte de ex-PlayStation Japan, Jim Ryan intentando convencer al mundo que PlayStation no abandono Japon y una nueva investigacion antimonopolio en camino para Facebook. En la Main Quest contestamos un grupo de preguntas que muy gentilmente mandaron nuestros oyentes a spreadshotnews.com/preguntas. Muchas gracias en esta oportunidad a Gaston (o 3 Gastones diferentes, o 2) y a El pibe alfajor. Para finalizar en el Special Move, Nico nos vuelve a recomendar el podcast de No One Can Know About This ya que arranca su temporada 6 . Por ultimo, recuerden que ahora nos pueden escribir preguntas directamente a traves de google forms en el siguiente link: spreadshotnews.com/preguntas .
Mid project computer failures, and getting attacked by birds. A week of tribulations. Also, how do you get started writing music for video games? Show Links: List of Game Jams https://itch.io/jams FMod https://fmod.com/ Wwise https://www.audiokinetic.com/ Contact info: composerish@gmail.com http://sleepfacingwest.com http://incompetech.com twitter: @sleepfacingwest twitter: @kmacleod
We're still in lockdown so join us for another lockdown episode of ComposerCast where Lloyd and I chat about virtual reality inside virtual reality. On this episode we talk about our experience playing Skater XL, Windlands 1 and 2, Bigscreen, and Celeste. We do a deep dive into the music from Celeste and talk about the career of composer Lena Raine.Show notes:Check out Techmoan on Youtube: https://www.youtube.com/user/TechmoanDownload and make some tunes on PxTone: https://studiopixel.jp/binaries/pxtone_0925.zipListen and relax to the lofi hip hop playlist on Spotify: https://open.spotify.com/playlist/0vvXsWCC9xrXsKd4FyS8kM?si=dg0t01iWSA25FkFEx5lH9wRead Lena Raine's Medium post about the synths and software she used to compose the music for Celeste: https://medium.com/@kuraine/a-little-bit-about-celestes-synths-and-some-bonus-piano-461f62605ea1Level up your sound design skills and learn FMOD with the sounds from Celeste: https://www.fmod.com/resources/documentation-studio?version=2.0&page=appendix-a-celeste.html--Enjoying the podcast? You can now support us on Patreon: https://www.patreon.com/composercast. We've got different monthly rewards for you to enjoy including shout-outs, early access to new episodes and a private Discord server.We use Notion to plan all our podcast episodes. Try it out yourself: https://www.notion.so/?r=81b5dfc8f22946289e0b31d8671d00a5Keep up to date and follow @ComposerCast on Twitter. Our DMs are always open: https://twitter.com/composercastFollow Will on Twitter @willhelliwell1: https://www.twitter.com/willhelliwell1Listen to the ComposerCast playlist on Spotify containing a mix of all the music we've talked about on our podcast: https://open.spotify.com/playlist/0QWw5gbFhbaE8kZzFhT3gg?si=GuUgAqpkRFq5NxPwkGOzyAWant to be a guest on the podcast or have a topic you think we should discuss? Send us an email to will@composercast.co.uk
Nesse episódio falei sobre a atualização para a versão 2.1 do FMOD Studio, uma das principais middlewares utilizadas no desenvolvimento e implementação de áudio dinâmico, as mudanças que vieram com essa nova versão e como elas afetam quem utiliza a ferramenta.
YouTube University FMOD and Unity extraordinaire Henry "Susan" Scott joins us from www.scottgamesounds.com to talk about what its like to teach people FMOD and Unity online and regales us of his fondness for Mike Roggle.
Hoje eu estou em Detroit me preparando para passar alguns dias na GDC, um dos maiores eventos de desenvolvimentos de jogos do mundo. Aproveitando a viagem, vou falar sobre o novo lançamento da Firelight Technologies, o Fmod 2.0 e também sobre a grande polêmica: games fazem mesmo as pessoas violentas?
Nesse episódio nós abrimos o projeto de FMOD do jogo Celeste e falamos sobre como seu áudio dinâmico agrega dinâmica e imersão ao mundo do jogo.
Designing Music Now Podcast Featuring Auditory Neuroscientist Dr. Seth Horowitz
Designing Music Now Podcast Featuring Auditory Neuroscientist Dr. Seth Horowitz
Designing Music Now Podcast Featuring Composer Rob Kolar
Designing Music Now Podcast Featuring Composer Rob Kolar
Composer and Educator Guy Michelmore of Thinkspace
Composer and Educator Guy Michelmore of Thinkspace
Composers Elvira Bjorkman and Nicklas Hjertberg of Two Feathers Studio
Composers Elvira Bjorkman and Nicklas Hjertberg of Two Feathers Studio
Supermassive Games’ Audio Director Barney Pratt talks Until Dawn
Supermassive Games’ Audio Director Barney Pratt talks Until Dawn
Ondrej of VirHarmonic
Ondrej of VirHarmonic
Podcast Interview with Soundiron Co-Founder Mike Peaslee
Podcast Interview with Soundiron Co-Founder Mike Peaslee
Podcast Interview with Chance Thomas at GDC 2016
Podcast Interview with Chance Thomas at GDC 2016
Interview with Jason Graves – The Music Of Far Cry Primal and Beyond
Game Audio Drops, sua dose semanal de áudio para games! Neste episódio falamos sobre FMOD com o compositor e sound designer Kaue Lemos. Matéria completa disponível aqui: http://www.gameaudioacademy.com Entre no nosso grupo do facebook para discutir e ver conteúdos gratuitos da Game Audio Academy: https://www.facebook.com/groups/942370875831832/ Assista ao curso grátis, 5 passos para iniciar sua primeira música de games: http://www.gameaudioacademy.com/5passostrilhas Assista agora nossa palestra gratuita sobre áudio dinâmico para games: http://www.gameaudioacademy.com/webinario Envie sua pergunta/áudio para contato@pxldj.com. Gostou do podcast? Avalie aqui: https://itunes.apple.com/us/podcast/game-audio-academy-podcasts/id1018699051
Sotto by Sonokinetic – Interview with Son Thomsen and Ken Black
First up on Pixel Sift this week, we have a look at some of the recent data gathered by Quantic Foundry on how gamers attitudes toward games change as they get older, with the ESA reporting that the average gamer is now 35. It would seem that the motivations of gamers change as they progress down life's long road. Where do you think your gaming career will be in thirty years time? Scott sat down with Fabian Malabello, the Director of The Otherworld Agency about song writing and sound the power of sound design in games. He also was kind enough to give us some links to resources that can help aspiring video game song writers and sound designers get into the industry. If you are starting out you can head to Game Audio 101 for some great starting advice. Once you've been therejump on over to the FMOD user group or WWISE user group both on Facebook where people with experience using these programs can help you out. Finally make sure you grab yourself a copy of Unity 5 and Audio Toolkit. Finally we polish off our twentieth episode with a chat about some of the games that could have been made better but we love them all the same, we discuss the likes of Duke Nukem, the original South Park and QWOP just to name a few. Did any of ours make your list? Do you think some games missed out? You can find us on all the social media sites, Twitter, Facebook, Instagram, Twitch, YouTube and Steam. Just search for "pixelsift" and you'll find us!
Adam Levenson and Ollie Glatzer of Somatone Interactive
Adam Levenson and Ollie Glatzer of Somatone Interactive
Interview with Composer Jim Bonney
Interview with Composer Jim Bonney
Interview with Composer Shota Nakama
Interview with Composer Shota Nakama
Interview with Gregg Lehrman, CEO of Output
Interview with Gregg Lehrman, CEO of Output
Interview with Bioshock Composer Garry Schyman – Part 2
Interview with Bioshock Composer Garry Schyman – Part 2
Interview with Bioshock Composer Garry Schyman – Part 1
Interview with Bioshock Composer Garry Schyman – Part 1
Interview with Penka Kouneva – Composition, Orchestration and The Woman Astronaut
Interview with Penka Kouneva – Composition, Orchestration and The Woman Astronaut
Beep Week! Video Interview and Podcast with Karen Collins
Beep Week! Video Interview and Podcast with Karen Collins
Designing Music Now Podcast featuring Brian Schmidt
Designing Music Now Podcast featuring Brian Schmidt
Here we are at episode 4 of our podcast. This time around we talk a bit about some middleware, have some interviews developers from the PAX East Ingie Mega Booth, discuss making a game fit a small download size, have a book based sound design tip and answer some quetions from listeners. Here's all the devs we talk with at PAX East Gaijin Games - http://gaijingames.com/ Nine Dots Studio - http://ninedotsstudio.com/ 82 Apps - http://www.82apps.com/ Iridium Studios - http://www.playiridium.com/ Deconstructeam - http://www.deconstructeam.com/en Lumenox - http://lumenox.is/ Mi-Clos Studio - http://www.miclos.com/ Firefly Studios - http://www.fireflyworlds.com/ Proletariat - http://proletariat.com/ Owlchemy Labs - http://owlchemylabs.com/ The Tap Lab - http://thetaplab.com/ Disco Pixel - http://discopixel.com/ Switchblad Monkeys - http://secretponchos.com/company We also talked about - Fmod - http://www.fmod.org/ Fabric - http://www.tazman-audio.co.uk/ Wwise - https://www.audiokinetic.com/products/wwise/ The Sound of Star Wars book - http://amzn.to/1rCGx5t
Our 3rd episode. This time we cover what we did at GDC, the latest news on middle ware pricing, some listener questions and a quick sound design tip. Some links for what we talked about: Fmod - http://www.fmod.org/ Wwise - https://www.audiokinetic.com/products/wwise/ Fabric - http://www.tazman-audio.co.uk/?page_id=73 Wilhelm library - jefaertsblog.wordpress.com/2014/02/15/crowdsourced-wilhelm-sound-library/
On this special edition of the Level 3 Podcast - Jamie, Donald and Kane traveled to the Game Connect Asian Pacific Conference, and talked about the future of Australian game development with people from Sidhe Interactive, AIE, Project Mole and FMOD.