Tales of a Technical Sound Designer @TechnicalSoundD
Inspirational & educational tweets from Tales of a Technical Sound Designer automated every 12 hours & intermittently posted to #GameAudio blurb.com/user/dkastbauer #GameAudio Joined December 2017-
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RACING GAME SOUND STUDY: The sound and fury of driving is often abstracted from the realistic simulation going on under-thehood in order to make a more compelling and fun drivin experience. Pg. 44
INTRO: This is #GameAudio The unique intersection of disciplines in game development responsible for supporting, extending, and capitalizing on the potential of systems and story in collaboration with the entire team. Pg. 1
VIDEO GAME BINGE WEEKEND: "If you could do anything and get paid for it, what would it be?" My answer was more than a little abstract, and I said "Make weird noises" Pg. 38
OUR INTERACTIVE AUDIO FUTURE: Each person moves lockstep in time with the heartbeat of the city; like a million tracks of kick drum mixed below the threshold of hearing, but undeniably propelling each step. Pg. 68
CONCLUSIONS FROM GDC 2006 REPRISE: 2. I REMEMBER YOU FROM LAST YEAR, AND OTHER STORIES I OVERHEARD: People want to feel secure that you’ll be around for the long haul. #GameAudioGDC Pg. 100
4 GOLDEN RULES FOR TECHNICAL SOUND DESIGN: 3. COLLABORATOR CO-CONSPIRITORS: Finding ways to foster communication and creative solutions between people can only lead to a more refined and informed experience. Pg. 189
IMPLEMENTATION GREATS #5: This included subtly shifting, randomized background ambience w/ randomly placed elements as a solution to static looping soundscapes and presented a way out of the locked-loop confinements of last gen. Pg. 146
CREATING SOUND 3×5 INTERVIEW: Q) Please state, in exactly five words, your interest in #GameAudio: A) Noise, Parametric, Dynamic, Experimental, Unknown Pg. 123
KNOWING A THING OR TWO: Soon, your advocacy for #GameAudio has boosted your teammates’ expectations from a “few well-placed sounds” to a “breathing environment of sonic density.” Pg. 13
CONTENT IS KING: Support I've witnessed between sound professionals during online exchanges has constantly reinforced the beauty that exists between people who all have a profound respect for one another. Pg. 28
THE ROLE OF TECHNICAL SOUND DESIGNERS: The need for dedicated #GameAudio programmers is definitely growing as we continue to scale in meeting the demands of quality during the current generation. Pg. 119
BEEP DOCUMENTARY: It’s usually pretty fundamental to the role of the technical sound designer to be working directly with the content creators, as you’re building the system. Pg. 146
INTRO: It's my hope that these writings serve as a sign-post marking where #GameAudio has come from and as an inspiration for where interactive audio is to go in the future. Pg. 1
WWISE [HDR] AUDIO ADVENTURE: The availability of tools that can be used to design sounds that fit gameplay is a recipe for a bright future in what's to come. Pg. 87
BEEP DOCUMENTARY: So for me it’s the joy of discovery, as I’m kind of taking this journey with the game or with the system, because once the sound content goes into it, it’s like the paint on the canvas. Pg. 147
GAME AUDIO LONDON 2013: Sure, I like pulling off cool tricks and supporting sound and dynamics in games...but it's the people that make these tiny victories so much better. Pg. 77
DEATH OF AN AUDIO ENGINE: At the end of the day, it’s the talent, not the tools, that makes a great game. #GameAudio Pg. 35
RACING GAME SOUND STUDY: The earliest racing game engine sounds used the simulated vehicle RPM parameter to drive the pitch of a square wave. Pg. 51
CROSSING THE TWO-WAY STREET: However, there lies a magical place somewhere between content creation and tool-side implementation, where the flow of #GameAudio is fed back into the game in a two-way street of communication. Pg. 19
WORLD GAME AUDIO GROUPS: Like the ripples in a pond, our voices vibrate air in a magical dance of unseen consequence. #GameAudio Pg. 217
Nathan Moody @noisejockey
6K Followers 1K Following (He/Him) Game audio @ Skywalker Sound & https://t.co/o8Fa1SQkO6; mastering engineer @ https://t.co/PYIvPibHUg; music @ https://t.co/NhWd3WfQnM. Sea kayaker.Mark Kilborn @markkilborn
8K Followers 3K Following Sound for games. Audio Director @CertainAffinity. 18 years on #Forza, Call of Duty, Singularity, more. Dad, husband, Tonebenders co-host, @FullSail grad.Mattesque. Get Vaxed... @mattesque
4K Followers 986 Following all distortions are fully intentional. ambient music https://t.co/uT9UgIVqOT forum https://t.co/PhHpf8pnvn sfx https://t.co/MsCMG2ilxE all views are my own he/himSarah Sherlock @sarahsherIock
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3K Followers 2K Following Senior Sound designer at Gearbox! Formerly BioWare / Sony / Brass Lion. Cape Bretoner. Any pronouns. views are my own!Damian Kastbauer @DamianKastbauer
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110 Followers 449 Following Hi Meet Aleksei a seasoned T-shirt illustrator expert with a passion for transforming concepts into wearable art. connect @ https://t.co/8lGevP5Nr7Fintan Davies Sound @FintanD_Sound
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6K Followers 2K Following Damian Kastbauer Technical Sound Design Implementation Dream Life Video Game Noise Audiokinetic Software Product Manager Growing #GameAudio He/HimHaving concise naming standards saves lives! If I got a buck for every minute spent searching for something that was named incorrectly I'd be a rich man by now 😂
WHATCHAMACALLIT: The point is not that your naming standard must be perfect; it’s that you have one to begin with, and it’s designed with the intent that others may inevitably hope to understand Pg. 44
This is the shit I'm on
VIDEO GAME BINGE WEEKEND: "If you could do anything and get paid for it, what would it be?" My answer was more than a little abstract, and I said "Make weird noises" Pg. 38
INTRO: To everyone who I've spoken to about games, sound, and life: Thank you for your contribution to my understanding of the world. I look forward to knowing you in the years to come! Pg. 1
I have debilitating name/face memory issues (akin to light prosopagnosia) so I've had to find ways around it. These days when I leave a meeting I take a photo of the person's business card and write down a note describing how I met them. (Connecting on social media also helps.)
CONCLUSIONS FROM GDC 2006 REPRISE: 4. NEVER UNDERESTIMATE THE FAILURE OF MEMORY: You’re going to meet a lot of people. Without going into a personal diatribe on the benefits of taking notes, just take notes! #GameAudioGDC Pg. 102
HOT FOR GAME AUDIO: The output of @RBridgett over the last 10 years has been a steady pulse of intelligent, forward-thinking, and practical writing on #GameAudio Pg. 40 blurb.com/user/rbridgett
Is there any buffs in this adventure? Sometimes my character feels really helpless.
WWISE PROJECT ADVENTURE: Our case study is a fantasy adventure game set deep in a forest, with danger lurking at every turn. An occasional dungeon gives the hero an opportunity to purge the scourge that lies within its darkened corridors. Pg. 2
@TechnicalSoundD Seems that your virtual support really helped a lot 😄 I got my sound design project approved by supervisor today. Hope my next approved project will be sound design for a game. Many thanks!😊
This! Also, if you are looking for a spanish speaking one, join us at @GameAudioLatam 💕
GAME AUDIO ASPIRATIONS: 2. FIND A #GAMEAUDIO COMMUNITY ONLINE...whichever one seems good to you. Better yet, find a local gamedev meetup, or audio-centric meeting where you can socialize with people who share your passion. Pg. 81
I read “years” as “tears” at first…😑
5 YEARS TECHNICAL SOUND DESIGN: The 1st GDC I went to in 2006 I emerged with an over-engineered demo reel that attempted to bridge the awkwardness of trying to demo implementation with a Olivia Newton-John voiced robot cat. Pg. 41
Nos I feel that I can Share this Humor openly.
FOOTSTEP SOUND STUDY: ...it's easy to see that the fidelity we're dealing with demands careful thought at every step (heh) of the audio pipeline. Pg. 14
@TechnicalSoundD @JackMenhorn Addendum: if your system seems complicated, it’s likely already too complicated to tune effectively
Да уж! Тот ещё квест.
WWISE PROJECT ADVENTURE: Our case study is a fantasy adventure game set deep in a forest, with danger lurking at every turn. An occasional dungeon gives the hero an opportunity to purge the scourge that lies within its darkened corridors. Pg. 2
This. #GameDev #GameAudio
IMPLEMENTATION GREATS #7: Your greatest asset as a team member is to recognize and respect the uniqueness of your co-workers and stay open to the constantly shifting requirements of the game. Pg. 165
@TechnicalSoundD Given the demographic challenges in our industry, could I respectfully ask you to consider updating this language in future revisions?