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Member Since 04 Sep 2011
Offline Last Active Sep 19 2012 05:18 PM

Topics I've Started

Drafting your Bill as a Freelancer

19 July 2012 - 04:50 AM

Hi guys,

Bit of time since I was last here but was looking for advice from the Freelancers (past & present), how do you go about setting prices for your work on projects? are there certain factors that always come into play.

I ask because I have been working for a gentleman doing sound for his Iphone game, I was under the impression it was unpaid but he contacted me yesterday and told me to estimate a figure for the work I have done I did no programing of audio into the game just sent him .Wav files, 4 sound effects and a small loop of menu music. This is my first time freelancing and basically trying to put a price on something I have created is what I'm finding tricky!

Bastion Soundtrack

16 January 2012 - 07:50 AM

I had made a note that after I finished reading the best of 2011 articles on the game-sites I use I was going to give the bastion soundtrack a listen, it had got so much positive attention that i was intrigued, anyways I bought it last night, and just think it is a such a fantastic piece of work I haven't even got round to playing bastion but that soundtrack stands up on its own. The production is superb and I love the folk setting with trip-hop background feel. One of the truly great soundtracks of last year.

A short peice of sound design

30 December 2011 - 06:52 AM

Hi Guys,

I'm at uni in the UK and the Blitz game academy open day's are coming up for students, I signed up and was given an audio brief. I completed it the other day I thought it would probably be a good idea to share with you guys get some critical feedback before I here back from Blitz.

The brief was game-play footage focusing on ambient sounds, spot effects and Foley placed suitable within the environment it was around 60% generated sounds to 40% sampled

Thanks and Happy New Year to all on gamedev forum's


11 October 2011 - 12:57 PM

Hi guys

I am a second year student studying audio and music technology, the course focus's a lot on recording, editing, and programming. We have a module called music for games (but not available till the third year).

After our second year we can look at taking a year in industry, and I would love to find a placement with a games studio working in the audio team, im sure a junior position will feature small editing roles and i feel i have the right attributes for this. So i spent a lot of time reading up on game sound and making some trailers and show reel material.

The reason i'm posting here is because my university's placement office has no idea about this industry and no similar stories of people who have tried this career path before, so looking on developer websites it seems you can only apply for roles at certain opportunity's, do you guys know when companies start looking for interns for there next year?

I should say I'm a UK student however I will be looking abroad as well. America/Canada, I know its quite a broad question but I will be grateful for any help you can give


Bullet Ricochet SFX Help

16 September 2011 - 06:35 AM

Hello all, I'm working away on my first show reel and my piece focus's on someone running away ( in first person) while being shot at, im just struggling at the moment with getting a nice sound for the bullet ricochet, I cant quite seem to get that really fast rush of air and "ping" sound working without it sounding really really cheesy if that makes sense.

Ive been trying this part of my show reel with sounds from free SFX sites and manipulating them, not my own recordings, to show I can do both aspects. Trying to add emphasis on the mid to upper range of the sound to add that sense of danger but so far like I said just doesn't feel right. Any tips on how to make a nice bullet ricochet?