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Audio Games Lab

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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

  • Audiogames.net
  • Quarterarcade.com

Tools

  • ChucK
  • Pure Data (Pd)
  • Max/Msp
  • Unity 3D
  • Chunity (Chuck for Unity)
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