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Gamedevmap. Samuel Justice – audio design for interactive media. The Sound of Planetside 2. Written by Gary Miranda & Rodney Gates (edited by George Hufnagl) PlanetSide 2 was a fun, creative, and challenging game to make.

The Sound of Planetside 2

In a very short amount of time (~18 months), it went from pretty much scratch to what it is now, with a lot of new technology created for the project and our ever-growing, proprietary game engine. Below we’ll list out some of the highlights along the way. PlanetSide 2 almost wasn’t the game it is today. It was supposed to be a slightly-revised, graphics-upscaled version of regular old PlanetSide, simply called PlanetSide “Next.” Rodney had started working on the older version, PlanetSide “Next,” towards the tail end of the development of our previous title, Clone Wars Adventures. Gary got in around November 2011. When PlanetSide 2 started up on our new engine, we didn’t have a lot of things. There were some main things we knew we wanted to accomplish. Here is an example of the Proximity Mine. Explosion Close/Distant Treatment by Injectedsenses Like so: Lost Chocolate Blog: Footsteps – Informal Game Sound Study. THE STOCK MARKET Lately, I've been taking stock.

Lost Chocolate Blog: Footsteps – Informal Game Sound Study

Not the usual “What have I done with my life?” Or “Where is everything headed?” (although those questions perpetually tumble around my brain stem on a regular basis); I somehow found myself obsessed with the minute details of movement sound and system design. If you're working in games today, chances are good that you've recorded, implemented, or designed systems for the playback of character footsteps and Foley at some point during the course of your career. It's even more likely that you've played a game where, at some point during your experience, footstep sound wrestled your focus away from the task at hand and demanded your listening attention.

Yet, let it be said, all footsteps are not created equal – which seems obvious given that no two games are exactly the same, neither should their footsteps or the way in which they are implemented be (necessarily) the same. “the footstep system uses more than 1,500 original recorded samples. What music does to us: non-diegetic songs in Red Dead Redemption and Far Cry 3 « Gamer Theories. Ask most gamers to name their favourite memory of Red Dead Redemption, and the chances are their eyes will mist over a little and they’ll describe crossing the border into Mexico for the first time.

What music does to us: non-diegetic songs in Red Dead Redemption and Far Cry 3 « Gamer Theories

Red Dead’s open, Western setting is beautiful in itself, and crossing the river from the fictional state of New Austin into the harsher, reddened landscape of Nuevo Paraiso is indeed a visually impressive moment. But what is it that makes this resonate so strongly in gamers’ minds? It’s that as you mount your horse, and set out into the new country, a piece of music starts to play.

Not unremarkable in itself – music is as big a part of games as it is films. So what is it about this particular piece of music, the lilting song Far Away by Jose Gonzalez, that enhances the experience so much? The song itself is non-diegetic – that is, it does not “exist” in the “game world”, but is artificially laid on top of that world. Another non-diegetic song can be found in Ubisoft’s Far Cry 3. Burn! Gameaudio Podcast.