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	<title>nevin sound</title>
	<link>http://nevinsound.com</link>
	<description>audio design for interactive media</description>
	<lastBuildDate>Wed, 07 Apr 2010 18:59:49 +0000</lastBuildDate>
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	<item>
		<title>Game Audio: Devil&#8217;s Tuning Fork</title>
		<description><![CDATA[At the GDC San Francisco I saw one of the student showcase winners at Independent Games Festival. The game is called Devil&#8217;s Tuning Fork &#8211; it is such an inspiration and a great way of storytelling through audio cues!

]]></description>
		<link>http://nevinsound.com/2010/04/07/game-audio-devils-tuning-fork/</link>
			</item>
	<item>
		<title>Audio Design Project: T-Kara</title>
		<description><![CDATA[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 pretty good reviews from TouchReviews!
]]></description>
		<link>http://nevinsound.com/2009/09/21/audio-design-project-t-kara/</link>
			</item>
	<item>
		<title>Game Audio: Auditorium &#8211; a musical puzzle</title>
		<description><![CDATA[Auditorium is a casual puzzle game that really intrigued me. The most interesting part is the interactive music scoring that takes place during game play.
The game play is about leading the light rays through the coloured circles towards the square containers. When the light rays hit the square containers &#8211; a music loop is triggered. [...]]]></description>
		<link>http://nevinsound.com/2009/06/09/game-audio-auditorium-a-musical-puzzle/</link>
			</item>
	<item>
		<title>Audio Design Project: Mutatione</title>
		<description><![CDATA[The latest project that I am working is called &#8220;Mutatione&#8221; and it is developed by Nils Deneken at Die Gute Fabrik. We were fortunate to get publicity on offworld.com.
The  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 [...]]]></description>
		<link>http://nevinsound.com/2009/06/05/audio-design-project-mutatione/</link>
			</item>
	<item>
		<title>Audio Design Project: Abronium Party &#8211; released for XBox Community Game</title>
		<description><![CDATA[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 [...]]]></description>
		<link>http://nevinsound.com/2009/05/18/audio-design-project-abronium-party-released-for-xbox-community-game/</link>
			</item>
	<item>
		<title>Game Audio: Music &amp; Game Play</title>
		<description><![CDATA[Check out this trailer! It is a new game developed for the iPhone with an interesting music and game play interaction:

]]></description>
		<link>http://nevinsound.com/2009/04/27/game-audio-music-and-game-play-interaction/</link>
			</item>
	<item>
		<title>Game Audio: Conversation On Game Audio</title>
		<description><![CDATA[Here is an interesting conversation and interview on interactive audio in computer games from Boing Boing Video:

]]></description>
		<link>http://nevinsound.com/2009/04/15/game-audio-interesting-conversation-on-game-audio/</link>
			</item>
	<item>
		<title>Game Audio: Immersion &amp; Interaction</title>
		<description><![CDATA[The title of my talk at Nordic Game Jam 2009 was: &#8220;Game Audio: Immersion &#38; Interaction&#8221;. In this article I will highlight some of the main points of my talk.
As an audio designer my focus is players audio perception in interactive game environments. How a player is immersed into the game play and how sounds [...]]]></description>
		<link>http://nevinsound.com/2009/03/13/game-audio-immersion-interaction/</link>
			</item>
	<item>
		<title>Audio Design Project: Project Horror</title>
		<description><![CDATA[Participated as audio designer for a team of postgraduate students at IT University, Copenhagen.
The postgraduate thesis was an examination of game players reaction on &#8216;horror&#8217; effects used in computer games. First part of the project was to develop a level, where player navigates through empty school buildings and investigates the rooms. The player character is [...]]]></description>
		<link>http://nevinsound.com/2009/01/21/audio-design-project-project-horror/</link>
			</item>
	<item>
		<title>Game Audio: Audio design in BioShock</title>
		<description><![CDATA[The First-Person Shooter game BioShock was in 2007 rewarded having the best game audio content. Having  Grimshaw&#8217;s acoustic ecology theories in mind (please see the article serie Game Audio: The Acoustic Ecology of The First-Person Shooter), I will review the music design, sound design and dialogue in BioShock &#8211; the main focus being music design.
MUSIC DESIGN
The [...]]]></description>
		<link>http://nevinsound.com/2008/12/28/game-audio-audio-design-in-bioshock/</link>
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