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Games (inspirations)
- Creaks, Amanita Design, 2020
- Gris, Nomada Studio, 2018
- Phonopath (Kevin Regamey, 2015)
- Myst, and the sequels.
- Fract OSC, Richard Flanagan/Phosfiend Systems, 2014
- Inside, Playdead, 2016.
- Limbo, Playdead, 2010
- Samorost 3, Amanita Design, 2016
- Kentucky Route Zero, Cardboard Computer, 2013
- FEZ, Polygon 2012
Readings (websites, blogs, books, articles)
- http://designingsound.org/
- Grimshaw, M. Game Sound Technology and Player Interaction: Concepts and Developments. Hershey, PA: Information Science Reference (IGI Global), 2011.
- Sweet, Michael. Writing Interactive Music for Video Games. Addleson-Wesley, 2014.
- Horsburgh, A., McAlpine, K, and Clark, F. “A Perspective on the Adoption of Ambisonics for Games.” In Proceedings from the AES 41st International Conference, London, UK, 2011.
- Roth, Martin. “What’s the Deal with Procedural Game Audio?” Designing Sound, Oct. 31, 2014.
- Trammell, Aaron. “The Role of Sound in Video Games: Pong, Limbo and Interactivity.” Sounding Out, Sept. 8, 2010.
- Usher, Raymond. “How Does In-Game Audio Affect Players?” Gamasutra, April 18, 2012.
Resources
Tools