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//Audio Implementation Greats 2

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It's a good feeling to know that there are people out there doing the deep thinking in order to bring you some of the richest audio experiences in games available today. In trying to tackle the things that make things tick I'm taking a deeper look at our current generation of game sound and signaling out several pioneers and do-gooders who are leaving a trail of interactive noisy goodness in their wake. Stick around for the harrowing saga of the technical sound designer in today's multiplatform maelstrom.

Mushroom Men - Red Fly Studios
-Made for the Metronome

Mushroom Men If you talk to anyone in game audio today about successful tempo synced synergy between music and sound effects it wont take long for your discussion to end up at REZ.
The quintessential poster boy for synesthesia and a stunning example of overt spontaneous interactive electronic music creation.

But imagine for a moment stripping away the throbbing pulse and replacing it with an organic soundtrack created by one of the foremost prodigy of curiously inspired noise making bass thumpers with sound effects locked to the groove oriented metronome, and you've got Mushroom Men.
One of the standout examples of the current generations attempts at tying music and sound together in an symbiotic orchestrated soundtrack.

"Whereas many games today occupy free-formed soundtracks that respond entirely to the player, Mushroom Men is recorded to a beat. "You have sparks sparking in time to the music, and there are moments when the background music backs out and you hear the cricket cricking on beat," says Jimi Barker, another sound designer with Gl33k.
"Piersall continues, "You want to make it seem like the world plays to a beat.""

Article: Making Mushrooms Dance


Gameplay footage focusing on synced ambient sound:
Gameplay footage focusing on synced combat:


Also see:
Radio Flare Shatter

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