In my previous blog post, we went over some basic tools and terminology for audio engineering. Now that we have an appreciation of the basic sculpting tools available to us, let’s talk about a holistic approach to the soundscape.
In this post I’ll go through some basics on digital audio and the tools available to shape and refine that audio. In a follow-up post, I’ll talk about how to ultimately combine those elements into a cohesive mix with some audio examples. I will list any important jargon at the end for reference.
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I’d like to share some of the insight I gained from writing the score for Crypt of the Necrodancer.
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It’s important when applying music to a video game to remember that the star is only as good as the supporting cast. Some of the most important music in any video game is the soundtrack between the super memorable stuff: the interstitial music.
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