by Paul Virostek What’s the best way for a new field recordist to begin building a sound library? How can a sound designer grow a folders of scattered samples into a collection with heft and weight? Huge sound clip libraries roam the Web. Some have tens of thousands of sound effects. New sound pros are […]
Month: August 2013
Things to Consider When Scoring for Games, part 5
By Kole HicksThese articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are involved, […]
Things to Consider When Scoring for Games, part 4
By Kole Hicks * These articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that […]
Things to Consider When Scoring for Games, part 3
These articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are involved, and write […]
Things to Consider When Scoring for Games, part 2
By Kole Hicks These articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are […]
Things to Consider When Scoring for Games, part 1
By Kole HicksThese articles are not intended to be a master source for everything one must consider (and how to prioritize them) when scoring a game, rather it will be a series of articles based off my experiences with each newly completed project. As I learn from the process, the other developers that are involved, […]