Find out why air-conditioning vents were mixed with real Egyptian tomb recordings, what creature voice incorporates environmental sounds like hissing sand and processed rock scrapes, how fidget spinners can make cool bass drops and tons more:
Read MoreThe Ultimate Horror Sound Guide 2025: Behind the Scariest Sound for Film, TV & Games + How to Make Your Own Terrifying Sound Effects:
How the most terrifying sounds for horror movies, series & games are made + get free horror sounds & learn to create your own scary horror sound effects:
Read MoreVideo: Recording authentic game audio for World of Tanks:
How the World of Tanks audio team captured authentic recordings at The Tank Museum:
Read MoreDesigning Sound for the Centuries in ‘Civilization VII’ – with the Firaxis Sound Team
The sound team on Firaxis Games ‘Sid Meier’s Civilization VII’ discuss their approach to taking the game’s sound to new heights by honoring the past and embracing the new, designing new sounds for biomes, cities, units, wonders, and disasters, composing an incredibly diverse collection of music, working with a new in-game narrator: Gwendoline Christie, developing systems for dynamic prioritization and real-time mixing to create seamless audio transitions on zooms, and much, much more!
Read MoreDesigning THE MIDNIGHT WALK’s Dark Fantasy Game Audio – with Ola Sivefäldt and Christian Björklund
‘The Midnight Walk’ Lead Audio Designer/Lead Programmer Ola Sivefäldt and Senior Sound Designer Christian Björklund break down their approach to sound designing and mixing one of the most unique-looking indie games released this year! ‘The Midnight Walk’ is available for PS5 and Steam (fully playable in both flatscreen and VR modes), and the game’s sound is exactly the same for both. Here, they talk about the challenges of creating sounds that work for VR and flatscreen, working within UE5’s audio environment, designing characters using organic sounds, working with composer Joel Bille, and much, much more!
Read MoreBehind the Captivating Sound of ‘Clair Obscur: Expedition 33’ – Huge Interview with the Sandfall Interactive Sound Team!
The ‘Clair Obscur: Expedition 33’ sound team talks all things audio about their approach to music, designing weapons, creatures, and ambiences, creating systems for interactive music, foley and breaths, working with UE5’s audio pipeline, dynamic mixing, and much, much more!
Read MoreDesigning Assassin’s Creed Shadows’ Satisfying Sonic Experience – huge interview with Ubisoft Québec’s game audio team
Learn how the game audio team crafted a glorious sonic experience – by developing a dynamic weather system and navigation/parkour system, collaborating with composers Alexis Smith and Joe Henson of The Flight, designing the illusion of a civil war happening around the player, creating thousands of combat-related sound effects, crafting The Animus ‘virtual world,’ creating effective haptic feedback, and so much more!
Read MoreExploring the unique game audio for ‘Enotria: The Last Song’: How musical instruments shaped its dark fantasy sound design
Audio Director Aram Shahbazians and Lead Sound Designer Camilla Coccia on designing a rich audio experience by using traditional Italian musical instruments as the foundation for the game’s sound design & much more:
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