Category: Games

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BAFTA Games Awards 2014!!!

Massive Congratulations to all the nominees and winners at the BAFTA Games Awards last night! Highlights for us were: The Audio Achievement in 2014 went to The Last of Us! Congratulations to Phillip Kovats and all the audio guys at Naughty Dog, Inc. very well deserved award and up against some great competition!

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Behind The Scenes of Killzone: Shadow Fall

  In the video, Lead Sound Designer Lewis James and Senior Sound Designer Anton Woldhek discuss the dynamic prioritization of sound effects in the game, and reveal how some of Killzone Shadow Fall’s sound effects were created. They also talk about the Madder (Material Dependent Environmental Reactions) System that was developed to allow gun sounds to react and adapt to the materials in their environment.

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Wwise Free for Indies Too!

Following fast on the news that FMOD will be free to independent game developers, now Audiokinetic have announced that the Wwise audio engine is also changing its licensing…

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Designing The Original Xbox Boot Sequence

  Gamasutra has a pretty cool article about the design process for the original Xbox’s boot sequence.  It goes into details about the limitations and hardware used in order to match the eight second animation with a very small memory budget.  Check out an excerpt after the jump.

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GDC 2012: Audio Track Advisory Board Talk Shop

Kenneth Young (Media Molecule), Chance Thomas (, Scott Selfon (Microsoft), Brian Schmidt (Brian Schmidt Studios), and Tommy Tallarico (Game Audio Network Guild founder) chat with Gamasutra about the current state of game audio and how they want to push the envelope going forward.  They also discuss some of their favorite moments from last years releases and developing for mobile platforms.

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Deus Ex: Human Revolution – Sound & Music

The guys over at Eidos Interactive have put together a video showcasing the audio for Deus Ex: Human Revolution.  They go over the development of the score, designing guns, environments and how they tried to make the soundtrack as immersive as possible.