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Showing posts from April, 2022

Post 1. GETTING INTO GAME AUDIO. Starting out.

Moving into Game Audio from being a Sound Engineer  wasn't  easy. It took a lot of hours and hard work, I made a tone of mistakes along the way. ( Embarrassingly, m y very first show reel was 6 minutes long!)  I have been  approached  a couple of times now for advice from  people  in similar positions and backgrounds on how I made the transition, courses I did and things I have found out on my journey.  So, I wrote them down! I guess its fair to say its a list of things I wish I knew when I started my journey. It  doesn't  cover Interviews and tests. That will come at a later date.

Post 2. GETTING INTO GAME AUDIO. Interviews & Tests.

In this, my second blog post I wanted to continue on form my first and speak about my experiences with  interviews  and tests in game audio coming from a  completely different industry. With the current uncertainty of my former career, the live entertainment industry, my hope is that by sharing some of what I have learnt, others may befit.  ​ Once again, its fair to say it's a list of things I wish I knew when I started getting interviews. 

Post 3. HAUNTED JAUNT.

A friend put me onto this fantastic Unity project  John Lemon's Haunted Jaunt: 3D Beginner . He wanted to use the game for a wwise project and  integrate  his own sound design but  wasn't  sure how to go about it. To help,  I put together this step by step document. I wanted to share it with the game audio community as a way for those wanting to build their portfolios or even those looking to have a little fun!

Post.4. NO ONE LIKES ANIMATION NOTIFIES

No sound designer enjoys tagging animations with annoying notifies. There must be another way, right? In this blog I show how, in Unreal, I created a basic procedural foley system for a third person template project completely in blueprints. It works well on a project with only a few animations, but will it work in a game with multiple animations? Absolutely not. It would have to be developed further.