THE EPIC SOUND BLOG

Our collection of bite-size, audio related stories from around the web.

Meet the audio director of Battlefield 3


October 23, 2011

Here’s Sophia Tong’s interview with DICE audio director Stefan Strandberg:

 

GS: What kind of research needs to be done before approaching a big project like Battlefield?

 

SS: I believe we, as in the sound team at DICE, are quite scientific in the initial stages of the production of a game. We listen and we analyze, and I have said this before, but I really believe in keeping identities from the real world. And we are very careful and aware when breaking those rules. The rules of real-world sounds. Especially in the case of a game that portrays something real. Real hardware, real worlds, real people. Personally, I like to exaggerate things, but it is not always needed since the real world provides so many layers of legibility and recognizable sounds. Once you start manipulating what we as humans know to be true in sounds, you cater to a second layer that only exists within your “made-up universe.” And it is much trickier to stay true to that “new reality” once you’ve established it. We always try [to] create a consistent audio world when we go about making a Battlefield game.

 
Read the full interview with Battlefield 3 audio director Stefan Strandberg here.






The music and sound design of Starcraft 2


August 17, 2010

Over at the Gamespot Sound Byte blog, Sophia Tong has posted a great interview with Starcraft 2 audio director Russell Brower:


GS: In terms of sound design, how did you approach Starcraft II to get the right sound for the game?


RB: Well, we built upon the soundscape that was established in Starcraft, so we do consider the sound for Starcraft II evolutionary rather than revolutionary. So that meant continued use of mechanical sounds. We recorded an endless number of small contraptions. There were large machines; there are sounds made from electronics and synthesizers; and of course with the zerg, there were a lot of fairly gross sounds that came from our various concoctions of flour, water, salt, and goop…and a lot of unmentionable stuff that made our studio a challenge to clean up afterward.


Read the full interview with Starcraft 2 audio director Russell Brower here.


And check out the game trailer below: