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grhufnagl

Member Since 05 Oct 2008
Offline Last Active Jun 26 2013 07:43 AM
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Topics I've Started

Dota 2 Announcer - Balmodar

21 June 2013 - 08:14 AM

Hey Game Dev Sound and Musicers,

I haven't shared personal projects in a super long time, so I thought it would be fun to share a little bit. For the past few months, I've been working with my voice actor colleague Kevin Powe in putting together this character for the Dota 2 Workshop. We wrote the script together and Kevin recorded remotely over Skype and sent to me the raw audio files.  I was responsible for all editing and post-processing to get the voice the right kind of evil. We had a super great time testing it out and finding the right tone and effects needed. A synopsis:

 

The diabolical Balmodar is here to add a little spice to your DOTA 2 matches. Let his syrupy baritone and taste for blood and souls give your matches a sinister edge.

 

 

I would love to know what you think, any feedback you might have or just general impressions. Thanks! Link below:

 

DOTA 2 Announcer: Balmodar

 

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A Handy Starting Guide for Audio Programming

24 September 2012 - 03:47 PM

Our pal at Creating Sound, Christian Floisand, has put together a list of resources and sites that will help our peeps who enjoy programming make the transition to the audio side of things.

Heading into the world of audio programming may seem a little daunting at first, even with prior programming experience. There are quite a number of tools and languages available in this area, so I decided to put together this little primer containing various resources to learn more about this fascinating corner of the programming world.


http://creatingsound.com/2012/09/audio-programming-primer-2/

Hope you enjoy!

George

Saving Space with Linear Audio in Pro Tools (Part 3)

23 August 2012 - 09:27 AM

In Part 1 of this tutorial, I covered the process for getting started, staying organized, and identifying and removing silent gaps. In Part 2, I went through more space-saving tips by demonstrating how I look for opportunities to reuse the same audio clips in multiple places. In this third and final post, I talk about how to prepare and export the session data for programming.

http://creatingsound.com/2012/08/saving-space-with-linear-audio-in-pro-tools-part-3/

Saving Space with Linear Audio in Pro Tools (Part 2)

21 August 2012 - 09:06 AM

http://creatingsound.com/2012/08/saving-space-with-linear-audio-in-pro-tools-part-2/

In Part 1 of this tutorial, I covered the process for getting started, staying organized, and identifying and removing silent gaps. For Part 2, I go through more space-saving tips by demonstrating how I look for opportunities to reuse the same audio clips in multiple places. If this part is not an option for your project, look for Part 3, PREPARING THE SESSION DATA, coming August 23rd.

Saving Space with Linear Audio in Pro Tools (Part 1)

16 August 2012 - 09:22 AM

http://creatingsound.com/2012/08/saving-space-with-linear-audio-in-pro-tools-part-1/

When working on projects with limited audio space, such as apps for mobile, browser-based games or packaged electronics/toys, it is often necessary to squeeze as much out of that space as possible in order to meet or exceed the expectations of the project. From the standpoint of the sound designer, this is likely achieved through compressing the sound files in various ways. However, when working with linear audio that contains gaps of silence or recalls repeated audio, precious space can be saved by editing within your Pro Tools session and exporting the resultant files and session data for programming. While the processes for identifying and editing these two elements are different, their functionality in implementation is essentially the same. In Part 1, I cover the process for getting started, staying organized, and identifying and removing silent gaps.

PARTNERS