I am happy to share that Shadow of the Tomb Raider has won some prestigious audio awards since it was released on September 14th 2018 : NAVGTR Award for Use of Sound, Franchise – Shadow of the Tomb Raider G.A.N.G. Award for Best Interactive Score – Shadow of the Tomb Raider (music composed by La [...]
Category: Game Audio
How to Succeed in Sound Design For Games, Animation, and Television
Interview by Jennifer Walden, published on the A Sound Effect Blog - WITH ANNE-SOPHIE MONGEAU, JEFF SHIFFMAN, KATE FINAN, & PETER D. LAGO: Please follow this link to read this article on A Sound Effect I humbly answered some questions from A Sound Effect about pursuing a career as a sound designer for videogames. [...]
Designing the Sound of Reality in Shadow of the Tomb Raider – MIGS 2018
On November 13th 2018 I was giving a presentation at MIGS (Montreal International Game Summit) on the sound design in Shadow of the Tomb Raider. The presentation was titled Designing the Sound of Reality in Shadow of the Tomb Raider and focused on the sound design strategies used in the latest Tomb Raider of the Reboot Trilogy [...]
Latest news about the sound of Shadow of the Tomb Raider
Shadow of the Tomb Raider was released on September 14th 2018, we are super excited and happy about it, and a lot has happened since then already! Here is a bit of a summary : Our first nomination for best audio is already here! Time to vote on the Golden Joystick Awards page 🙂 *** [...]
What it means to be a ‘one-person’ audio department
I recently published an article on The Sound Architect website, about what it means to be a 'one-person' audio depart in a videogame studio. This is based on my experience while working in DIGIT Game Studios and is meant to give some insight on the game audio workflow, and provide an overview of the [...]
PLAY Expo Manchester
On 8-9 October took place the PLAY Expo event in Manchester, where The Sound Architect organised and put together a full 2 days of presentations and interviews. I had the opportunity to attend and listen to the valuable insights shared by the guest speakers and interviewees, as well as discuss and socialise with fellow game [...]
How to make the most of Reaper as a Sound Design tool – Part 2: The Workflow
The second article of my two part series on making the most of Reaper for Sound Design is now up on the A Sound Effect Blog! You can access it from here. While the first part is about getting set up and started using Reaper, this second part reveals some useful workflow tips and tricks [...]
How to make the most of Reaper as a Sound Design tool – Part 1: Getting Started
I have recently contributed to the A Sound Effect Blog with a 2 part series article on how to make the most of Reaper as a sound design tool. The first article looks into getting started using Reaper and the initial set up. You can find it here. The second will be up in about a [...]
Loudness and metering in game audio
This post is not a tutorial on loudness and metering in game audio. It is rather about sharing my findings on something I am currently researching on, hoping it can help those of you who would be in a similar position as me. I will definitely revisit this post at a later stage of my [...]
Audio processing using MaxMSP
If you follow me on twitter, you will have seen a few recent tweets about my latest experiments with Sci Fi bleeps and bloops. I created a MaxMSP patch that allows me to process sound files in such a way that the original file is nearly unidentifiable, and the results sound nicely tech and Sci [...]