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grhufnagl

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Everything posted by grhufnagl

  1. 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:     I would love to know what you think, any feedback you might have or just general impressions. Thanks! Link below:   DOTA 2 Announcer: Balmodar  
  2. 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.[/quote] http://creatingsound.com/2012/09/audio-programming-primer-2/ Hope you enjoy! George
  3. 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/
  4. 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.
  5. 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.
  6. Hey GameDevers/Lovers of Sound, Over at Creating Sound, we occasionally have a week that celebrates the work of a single sound designer, focusing on both his/her personal interests as well as any projects they have going. This week, we're featuring Alexandre Saba, sound designer for Funcom and working on their MMO, "The Secret World." In invite you to join us and keep abreast to the interviews and videos we will be posting throughout the week. http://creatingsound...alexandre-saba/ Cheers! Georgio
  7. New post over at Creating Sound demonstrating some ideas on how the controller can be combined with Max/MSP for content creation - http://creatingsound.com/2012/07/the-wii-remote-as-sound-design-tool/
  8. grhufnagl

    Wii Remote As Sound Design Tool

    Thanks very much for the reply. It's nice to know there are other tools out there. Cheers and beers! George
  9. Hit it! http://creatingsound.com/2012/06/3x5-interview-with-viktor-phoenix/
  10. Here is the latest 3x5 interview with Playdead's Danish Dude! http://creatingsound.com/2012/05/3x5-interview-with-martin-stig-andersen/
  11. 1) Starting with the word “one” and increasing by increments of one thereafter, list 5 points that describe yourself. Once a day I make sure to eat yogurt. Cherry is the best flavor. It’s super delicious and good for you. Two of my favorite microphones are the Heil PR20 and PR40. Three car shows per month in Minneapolis is how many I attend on average. Four sounds a lot like forza, which is so far my favorite racing game to play. Five is the optimal number of speakers (plus a sub) for gaming, especially when properly set up. [/quote] You can read the entire interview here: http://creatingsound.com/2012/05/3x5-interview-with-david-nichols-aka-track-time-audio/
  12. Hey Everyone, We've got another fun one for you! http://creatingsound...y-aka-chainsaw/
  13. Good. Use it sparingly, though. We have at least 4 locked and ready. Don't want you to turn all nicey nice nice on me.
  14. Thanks, Nate! I have a bunch more coming, so prep that hate. There's a lot to go around! Srsly...but not.
  15. I started these interviews a few weeks back, but I haven't yet posted. A fun interview style called the 3x5 in which I interview sound designers with questions that encourage creativity in response. You can check out the latest with Sound Designer/Composer, Jim Welch.
  16. grhufnagl

    3x5 Interview with Jim Welch

    Thanks, Nate! Glad to be doing them again. I hope to sustain them longer term, so here we go!
  17. Buon Giorno Fellow Devs! Welcome to Episode 2 of My Escape's Video Blog. In this episode, viewers are introduced to two new elements from the game's editor, flippers and bouncers, and the kinds of variations available with the level creation toolkit. You can visit us around the web: http://my-escape.net/ https://www.facebook.com/FaceMyEscape http://twitter.com/tweetmyescape - @TweetMyEscape Thanks for watching! George
  18. Hi Everyone, We've started a weekly video series that we'd love to share with everyone. In the first video, the group's programmer, Gillian, introduces our game called "Krong," which is currently under development. Viewers will get a sense of the basic mechanics, editing functions and an idea of what happens with a BOOMBA. [media][/media] Would love to hear your thoughts. Thanks for watching! George
  19. Hi Osidius, I actually think this is a healthy way to go in order to test out prototypes and their viability for a larger project. Sometimes a mechanic can only be carried out so far before it gets exhausting. Other times, a game has the potential within a broader and bigger context. Saves you time to keep things small at first and then go out. -George
  20. Hey Osidius, Thanks so much for your reply and for sharing a wealth of ideas! For this project, we're keeping the directive simple as well as the number of elements available to the player. The variety of game play will come through layout and influence via variations of the core elements. We do, however, love the concept of adding multiple systems but don’t have the resources to push further in this title. That beings aid, we're already planning a far more complex project that might suit someone who enjoys RPGs Cheers, George
  21. Hey GameDevers! This is from our latest episode of the My Giant Podcast. We hope you find some helpful information: In this episode, George Hufnagl and Jay Margalus interview two independent developers who’ve run successful Kickstarter projects. Phil Tibitoski of Young Horses (Octodad) and Ryan Wiemeyer of The Men Who Wear Many Hats (Organ Trail) join us to talk about the dos and don’ts of running your own Kickstarter campaign, and the benefits of crowdsourced funding vs other funding methods. http://mygiantpodcas...arter-campaign/
  22. Hey all, I started this podcast with fellow indie game developer Jay Margalus several months ago. We've been putting a lot of work into it lately, and are particularly proud of our newest episode on taking "a multidisciplinary approach to game design." Let us know what you think!
  23. [color="#333333"][font="Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif"]A Chicago podcast started by two indie developers, George Hufnagl and Jay Margalus. Our focus is on the indie games community at large, as well as the Chicago gaming community at small. Each month we record a podcast based around a specific topic that we curate, and pose to the indie community. http://mygiantpodcast.com/ We would love your feedback and any suggestions you may have for future topics! Thanks for listening, George[/font]
  24. [color="#333333"][font="Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif"]A Chicago podcast started by two indie developers, George Hufnagl and Jay Margalus. Our focus is on the indie games community at large, as well as the Chicago gaming community at small. Each month we record a podcast based around a specific topic that we curate, and pose to the indie community. http://mygiantpodcast.com/ We would love your feedback and any suggestions you may have for future topics! Thanks for listening, George[/font]
  25. [size="4"][color="#757575"][font="Georgia,"]Earlier this year, My Escape’s designer, Duane Beckett, was plagued by dreams of robots devouring humans with no end in sight. With this continuous and nightmarish onslaught, he could only find one way to purge the mechanical demons – design a game about feeding robots for points. The team now calls for help to feed Metal Mick, our insatiable protagonist in Da Num Nums, My Escape’s third micro title.[/font] [color="#757575"][font="Georgia,"] [/font] [size="4"][color="#757575"][font="Georgia,"][color="#000000"][color="#757575"]With this browser-based game that requires nothing but a left mouse-button and the desire to flick and feed, the team assures that it is addictive and fun when one starts to get on a roll. Features include: [color="#757575"]• Simple to learn, but tough to master mechanics[/font] [color="#757575"][font="Georgia,"][color="#000000"][color="#757575"]• Three difficulty levels to welcome all skill levels[/font] [color="#757575"][font="Georgia,"][color="#000000"][color="#757575"]• Competitive leader board to track your progress [color="#757575"]Created using Flash/Actionscript and Box 2D Physics Engine, Da Num Nums is now available to play. [color="#757575"]My Escape’s plans have kept them busy. As the group looks to make more fun and peculiar-themed games in the future, their trajectory takes them through the end of this year to work on three more titles with guest artists, programmers and studios. This includes: [color="#757575"]• A collaboration with kosabi games programmer, Albert Schapiro, to port a new and improved iOS version of their cube-stacking game, [/font][color="#757575"][font="Georgia,"][color="#000000"][color="#757575"]Critter Cubes[/font][color="#757575"][font="Georgia,"][color="#000000"][size="4"][color="#757575"] • A harkening back to Krong that will include both a fully-designed game as well as level editor for players to build and share their creations. Dave Rigley’s partner in crime, Cindy Blakney, will be joining us as Krong’s primary artist. • An original title, codenamed Shiny Shiny Loot Loot, that will be built for iOS devices with Chicago-based programmer, Bill Korbecki [color="#757575"]For more information about My Escape or future games, please contact George Hufnagl, Audio Designer and Producer at george@my-escape.net or visit our website at http://www.my-escape.net. [/font]
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