Hello. It now another year.
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.
Give them a wee nosey.
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 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!
Continue reading “The Voices of the Britannic – Dialogue and Conversation Design in Murderous Pursuits”
It has been a while.
Anyway, Blazing Griffin has announced our latest upcoming game: Murderous Pursuits!
Here’s the trailer:
And you can preorder it on Steam too!
Lotta good work from a lot of people went into this one, and was a pretty interesting job audio wise. Hopefully will be able to share more on that soon!
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.
…and the 500 words thing.
…and generally updating the site.