GDC 2021 – Creating the Soundscape of ‘It Takes Two’

At the Game Developers Conference in July 2021, my colleague Joakim Enigk Sjöberg and I spoke for about an hour about the soundscape of It Takes Two. This presentation goes into depth on topics such as audio for split screen, as well as described in details the creation and implementation of several key sound design [...]

Podcast Interview about The Sound of It Takes Two with The Sound Architect

On 31st of July 2021 was published an interview that myself and my colleague Philip Eriksson did with Sam Hughes about the sound design, music and VO of It Takes Two. This was published on The Sound Architect website, you can also listen to it below: https://open.spotify.com/episode/4sccO2x7mFHjxLc8f6EJSH?si=QRL0ql0oRImjun2JrOpdqQ&dl_branch=1 We also took the opportunity to release a [...]

MIGS 2018: Designing the Sound of Reality in Shadow of the Tomb Raider

In 2018 I gave a presentation at the Montreal International Game Summit (MIGS), about the sound of Shadow of the Tomb Raider. This session was about sharing some sound design strategies to make reality sound more believable or interesting than it actually is, or in other words, to aim for 'believability' rather than 'authenticity', as [...]

Wabi-Sabi, Entropy and Acoustic Ecology: an approach to environmental sound art

  Being passionate about environmental sound art, this post is about providing some insight into some of my own creative processes, but also (and maybe mostly) about spreading knowledge on these sometimes forgotten but fascinating topics. Wabi-Sabi, Entropy and Acoustic Ecology as both conceptual and practical methods greatly influence my creative thinking: they shine through [...]