Archive for the 'SFX' Category

Audio Design Project: T-Kara

My latest game audio project is a puzzle game called T-Kara and is developed for the iPhone platform. Screenshots from the game are available at the website www.t-kara.com and you can see a video trailer here: T-Kara

And I also got a pretty good review from TouchReviews!

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Audio Design Project: Mutatione

The latest project that I am working is called “Mutatione” and it is developed by Nils Deneken at Die Gute Fabrik. We were fortunate to get publicity on offworld.com.

TheĀ  game is based on a swamp-soap-opera concept and has platform mechanics. One of the focus points in the game is also the dialogue. We are at the moment working with a conversation system that – during the game play – will contribute to an interactive music scoring.

More details on the actual audio design and examples will be revealed soon – so stay tuned!

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Audio Design Project: Abronium Party – released for XBox Community Game

Abronium Party is developed for the XBox360 platform. I worked on the project as audio designer developing ambience, weapon sounds, feedback sounds and jingles.

About the game
Abronium is a party game with up to 16 players and you can play five different game modes such as soccer, race, fetch, capture the flag or chase. The graphical setting is a science fiction universe on the planet of Abronium.

Audio Design
The graphical environment of the planet Abronium gives player associations to a cartoon science fiction environment. I decided that the sound design had to be a mixture of synthesised, natural and analogue mechanical sounds. The whole audio design for the weapons, feedback and jingles are inspired from science fiction and action cartoons such as Ben10 and Secret Saturdays. The sounds were implemented using XACT.

One of the things that can be surprising during the work proces for interactive media is that you might have to cut out or simplify some sounds, so it does not create ‘annoyance’ during game play. When I – for instance – created the sound for the rope gun, I designed separate variations for when player did the following actions: release, pull out and pull back. But because it was someting that player was going to do continuously – I decided that there was only going to be one sound that was going to support players interaction with the ‘rope gun’. Below you can see some ingame trailers:

Abronium Party Ingame 1:

Abronium Party Ingame 2:

Abronium Party Ingame 3:

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Game Audio: Music & Game Play

Check out this trailer! It is a new game developed for the iPhone with an interesting music and game play interaction:

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Game Audio: Conversation On Game Audio

Here is an interesting conversation and interview on interactive audio in computer games from Boing Boing Video:

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