I have a new job again. I’m now Senior Sound Designer at a company called Glowmade, based down in Guildford. We’re working on a secret project being pitched as “Wrestling meets Jim Henson’s Labyrinth”, so I wanted in on that, and fortunately they wanted me in on that.
Monstrum 2 launched on Steam in Early Access back in January and the response was pretty good! I’ll try get a wee write up on some of the audio I made for it too. Junkfish are still working away at it, and I’ve left the audio in the capable hands of Ryan Scott, who’s a generally good dude. Here’s his portfolio.
Luma is also still around, so I’ll leave you with her longing for the outside world.
I helped to produce OTHERWORLD: A Tribute to Silent Hill for Materia Collective! It launched in late October and was a fun project to work on with my co-producer John Michael Hunt and the rest of the MC folk. Everyone who contributed did an amazing job, so you should go check it out aye?
This is Luma. We actually got her last year. Both a darling angel and goblin pest. Pls enjoy some close up shots capturing her duality
And on another personal note, I got engaged on Halloween too.
So been busy this year inspite of… the state of the world. I’ve been up to a few other things beyond what’s listed here, but still alive and doing something. I’ll try get more posts up about games, audio stuff, or anything in general. I’ve updated my Who? and Portfolio pages a bit as well, so do give them a nosey too.
I probably should have added this way back in January, but I’m now back at Team Junkfish as Audio Lead for our upcoming project Monstrum 2. Have a cheeky teaser here:
With the game having been announced and a fair while away I’m hoping to cover a few of the ideas and systems for the audio in the game, so keep an eye out! I’ve also found some of the older blogs I wrote for the first game that I’m planning to tidy up and share too, for no other reason that to give a comparison between the two.
I now have up to date sound design and dialogue reels for your listening and viewing pleasure. Mostly focused on Murderous Pursuits, but a few other things in there too. I’ll be doing a few more detail blogs on some of the work and systems in the games I’ve worked on so do check back!
This was originally posted in two parts on the Blazing Griffin Website: Pt. 1 | Pt. 2
It is also available on Audiokinetic’s Wwise Blog in English: Pt. 1 | Pt. 2 and Japanese: Pt. 1 | Pt. 2
We released Murderous Pursuits a few months ago, and I wanted to share a bit of info on what I was working on. This blog post will look at the audio solution for one of the core features, the “Vignette” system. This will cover:
– What the original concept was and audio requirements were
– How we handled the dialogue recording and editing
– The systems design and implementation using Wwise and Unity.
If you haven’t played or seen it yet, Murderous Pursuits is a kill-or-be-killed Victorian stealth-em-up for 1-8 players in which you must hunt and kill your quarry before your hunters do the same to you, all while avoiding witnesses. You can buy it on Steam right now!
I may have left this as the last place to get updated. Whoops.
Anyway, earlier in the month I left Team Junkfish to join those fiery catbirds Blazing Griffin as an Audio Designer. Woo yay! They’re working on [REDACTED] and I’m looking forward to getting stuck in about it.
It’s a big shift, leaving a group of folk I’ve been working with for over five years on a number of different projects, but sometimes opportunities arise and situations change and you have to adjust course.
So do keep an eye out on what they’re up to, and I’ll keep you up to date on the BG stuff.
It’s the end of the year so it’s time for lists from everyone. I honestly don’t remember playing too many games from this year, but I played a fair few for the first time and feel that’s enough to mention them. Like wise, “best” is a pretty subjective thing that seems pretty pointless to drag into the equation. So, in no real order, here’s my “Games I played in 2016 that I thought were pretty cool” list. (It’s a bit long, sorry.)
Ahoy! Apologies for the lack of posts recently. In between IGDA Scotland stuff, being ill and… other stuff things got away from me. Also with an upcoming busy period I’m looking to transition this to once a week to see how it pans out. Anyway, today we look at a Neo Geo Pocket Color game as previously threatened: Sacnoth’s mech strategy RPG Faselei!
Mecha games aren’t entirely uncommon out of Japan. The influence of the likes of Mazinger, Macross, and Gundam to name a few clearly imprinted on game developers in the ’80s and ’90s. While the more obvious approach was to incorporate these elements into action games, devs also looked to create large scale battles in the Strategy genre. A number of licenses were put to use, Gundam games appeared everywhere, or the crossover Super Robot Wars to make mecha fans dreams come true. Original IPs popped up as well, such as Square Enix’s long-lived Front Mission series.
We’re going even further back in time with this post, exploring something that I have a bit more of a personal connection with. Despite being very, VERY into Nintendo stuff, they weren’t actually my first foray into games. In a very European fashion, that came via PCs and Sega. So today we have a quick look at Westone’s slightly oddball yet somehow timeless Wonder Boy in Monster Land.
The first console that was in my family was my brother’s Master System, hooked up to a chunky cube of a Panasonic TV that’s still at my old man’s house. And while it may not have been the first game I played, the one I have the strongest memories of is Wonder Boy in Monster Land. I remember my brother trying to get infinite money with the pause trick (complete with a 2nd controller that was missing a button), how the game glitched out one time when he bought a pair of boots and could suddenly climb walls, and that bastarding pyramid level.