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AUDIOKINETIC BLOG

“Blind Accessibility – Step One: Get to know your players”

I wrote this piece for the Audiokinetic Blog to inform game sound designers about the CVAA and its updates which defined an exciting new role for text-to-speech in games. I also talk about blind consultants everyone should know and my perspective as a sighted sound designer.

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MEDIUM

Design and Structuralism: Bridging the Gap Between Designers and Stakeholders

In this piece, I explore the question: how might we frame our understanding of the problem space so our decisions are aligned with the desired interactions of the people who use the technology we design?

Taste Buds logo

MEDIUM

Kicking off the MHCI+D Program with a design sprint

My cohort for the Master of Human-Interaction and Design program participated in a five-day workshop called Immersion Studio. In this time, my team quickly designed an app called TasteBuds to help party hosts coordinate their potlucks.


Interviews

A montage of Minecraft Dungeons characters.

A SOUND EFFECT

Spoopy and serene – making the sound of Minecraft Dungeons:

Hear from Mojangs audio team about how they took the sound of the Minecraft universe in a new direction – while staying true to the calm aesthetic of the original.

A SOUND EFFECT

Video: Martin Kvale on the stoic yet charming sound of Bad North – and a life in indie game audio:

Hear from Martin Kvale about designing the sound and music for Bad North and his career in indie games.

The Owl Job Escape Room: Listen, Feel, Unlock, Steal

A SOUND EFFECT

The Sightless Escape Room: The innovative and accessible sound design of The Owl Job:

Learn about this intriguing escape room where you need to use your ears to solve the room – designed by Kyle Evans.

An ear pokes through a white background.

A SOUND EFFECT

100 episodes and counting – the Tonebenders podcast reaches a milestone:

Hear from the hosts about their experiences running one of the earliest and longest-running podcasts about sound design.

Fury and her partner look on with disgust.

A SOUND EFFECT

The Sound and the Fury – Behind the sound design of Darksiders III:

Hear from Kenneth Bassham from Gunfire Games about how his team designed Fury’s powerful sounds and worked across teams.

A futuristic car heads towards a plasmic blast.

A SOUND EFFECT

Indie Audio Adventures – Behind the supersonic speeds of GRIP: Combat Evolved:

Tavis Wait and Yoshi Gans talk about how they designed the beefy engine sounds and explosions of these lightning-fast cars.

A heart beat monitor has a heart-shaped frequency.

A SOUND EFFECT

Creating the intricate sounds for The Stanford Virtual Heart:

Learn how Ana Monte and Daniel Deboy of DELTA Soundworks designed the sound for a VR experience for understanding congenital heart defects.

A man interacts with his audio mix via VR.

A SOUND EFFECT

These fascinating new tools let you do 3D sound mixing – directly in VR:

Dear Reality’s Christian Sande talks about dearVR and Spatial Connect let you mix your sound directly in VR and in your DAW.

A man and woman smile at each via Skype windows.

DESIGNING SOUND

Audio Mentoring Stories

Leonard Paul and Rachel Dziezynski were matched as mentor and mentee through the Audio Mentoring Project last year and they wanted to share their experiences.

A split image of a woman in a suit and tie - one side serious, the other side goofy.

DESIGNING SOUND

From Saint Petersburg to San Francisco

Daria Novoliantceva shares her background in music for film, television, and puppet theater in St. Petersburg and what drew her to sound design and San Francisco.

Trees and roots grow from the words A Shell in the Pit

A SOUND EFFECT

Building the Dream Work Environment at ASitP

Gord McGladdery of A Shell in the Pit shares how he started his Vancouver-based studio, and how he keeps his team happy as he meditates over Excel sheets.

Cuphead characters

A SOUND EFFECT

Behind the Delightfully Vintage Sound of Cuphead

Sweet Justice co-founder Samuel Justice talks about designing the truly Golden Age animation sound for Cuphead.

Pit People by The Behemoth "We Make Games"

A SOUND EFFECT

Behind the Whimsical Sonic Surrealism of Pit People

Hear from Ian Moreno about the fun, collaborative process of designing sound for Pit People with all its enduring and absurd qualities.

Gears formed into the shape of a brain

A SOUND EFFECT

Behind The Audio Mentoring Project

Ariel Gross introduces The Audio Mentoring Project, which aims to share knowledge across the game audio community through mentorship.

Criware Audio Middleware

DESIGNING SOUND

A Look at CRIWARE – with Adam Levenson

Adam Levenson from CRI Middleware talks about about CRI’s champion product with impressive tools and workflows for implementing audio and video.

Dishonored 2 artwork by Petur Arnorsson

DESIGNING SOUND

The Calm and the Chaos: Creating the Sound for Dishonored 2

Arkane Studio’s sound team shares how they created the detailed soundscapes of the open-world stealth game Dishonored 2.

Aragami peers from roof with katana at the ready

A SOUND EFFECT

Indie Audio Adventures: Behind the Delicately Balanced Sound of Aragami

Two Feathers Studio’s Nicklas Hjertberg and Elvira Björkman share the secrets behind Aragmi’s peaceful yet brutal sound & music.

A lone survivor on an abandoned spaceship

A SOUND EFFECT

Creating the Retro-futuristic Sound of Event[0]

Matt Bonneau and Swann Menage talk about the sound of Event[0] and how they sowed character into a sentient ship who has accepted its speckled solitude.

A man stands next to a railing near windy nordic waters.

DESIGNING SOUND

Through the Norwegian Woods

Dan Wakefield of Antagonist Games shares with us the creative ideas behind Through the Woods and how his team melded authentic Nordic soundscapes with ominous Kittelsen-inspired folklore.

The sign from A Hero's Call

DESIGNING SOUND

Role-playing with Sound – with Drew Becker

Drew shares his experience creating characters without visual references for the blind-accessible TBS game A Hero’s Call and what inspires him to work on out-of-the-box projects.

Kedar and his team

DESIGNING SOUND

Using Your Ears in Sight Unseen

Kedar share stories about developing the immersive ear-lead experience of the blind-accessible horror game Sight Unseen and how they took a fresh approach to design for diverse audiences.

Ana Monte stands with a boom mic in the Erbil refugee camp

A SOUND EFFECT

The Sound of War: Capturing Sounds of Humanity in a Conflict Zone

Ana Monte talks about recording Kurish units, a refugee camp, and the Murambi Genocide Memorial for Picturing War.

Per Anders on the coast of Skvöde, Sweden

DESIGNING SOUND

Accessible Gameplay for Blind and Sighted Players

Per Anders Östblad talks about his new game Frequency Missing, a point-and-click adventure that can be enjoyed by blind and sighted players alike.

A boom and digital recorder face the European cityscape

DESIGNING SOUND

Pushing the Boundary – Your Stories: SFX Creators, a 9-part Series

How have you pushed the boundaries of designing sound? 36 recordists share how they have been innovators in their domains.

James Kyle smiles with the AudioJam logo nearby

A SOUND EFFECT

Audio Games for Charity

James Kyle, a Scottish game artist and volunteer with the RNIB, introduces the first Audiogame Jam = focused on creating blind-accessible games.