Sentences with phrase «doing game audio»

I've been doing game audio all my professional life and can't imagine doing anything else.
31 % of people reported earning between 25 % and 75 % of their income from game audio; 11 % reported earning 75 % or more of their income from non audio sources (a «day job») whom we (arbitrarily) designate as «people who do game audio part time.»

Not exact matches

Viewing this as a launch year game, it is harsh to dwell on the games shortcomings (the audio for gunfire is just awful, character models lack the shine as do certain parts of the game, slow down occurs when things get too hectic and it can be difficult to get into a game online) when it is the first game of the series, the first game by the developer, and the first FPS game for the Vita.
It features an interesting storyline that provides a great backdrop for a video game, as well as some well - done cutscenes and audio.
* Commentary â $ cents Feature - length audio commentary with Directors David Bowers and Sam Fell) * Featurettes o From Clay to CG: A Technical Journey o Jammy Dodger Fly - Thru o The Music of Flushed Away o Meet the Cast * Gallery o Animator's Gallery o Behind the Scenes Interactive Tour (Name TBD) * DVD - Rom o Learn to Draw Roddy o DWA Jukebox o Flushed Away Juke Box o Build - A-Slug o Set Top Games: A Maze of Pipes o Flushed Away Underground Adventure DVD - ROM Game o Printables DVD - ROM Feature o 2 Animated Slug Songs («Pump It», and «I Don't Feel Like Dancing».)
Yes, the hide - and - seek multiplayer gameplay is alluring and incredibly immersive thanks to the graphics and well - done audio presentation, but the amount of effort put into detailing the game's back story and the «briefing» for each level makes me feel a plot - driven singleplayer component would have been well justified.
The extraordinary work that was done in the different game departments such as story telling, audio, gameplay and graphics will keep me from sleeping at night and remembering it as a great experience.
While the audio and visual design is solid, the game does have an indie vibe to it (animation and enemy pathing aren't spectacular, and the 3D models are fairly basic).
In Ninja Castle, players use the controller to «swipe» throwing stars at ninjas, and when they do, the GamePad uttered a «swiping» sound, while the TV had the regular game audio.
Much like the rest of the game, it's so simple and perfectly integrated that you almost don't notice it which is a prime example of why this game so greatly designed in every aspect, especially in the audio department.
The game has an interesting soundtrack that probably doesn't quite fit the game too well and it literally has not audio dialogue so there's very little in the way of sound to review, you get the generic 2D crafting sound effects which are amusing however and do contribute to the game's humour a little, the gameplay itself is immersive enough that you can sink hours into the game without realising it, though the menus can be a little tiresome to navigate as you have to open a close them to remove a misplaced item or constantly scroll through all the many different items and topics you can choose from.
From a technical standpoint, Tesla Vs. Lovecraft is a well - made game that doesn't have any visual, audio, or gameplay flaws.
Yes, Dolby Atmos for Headphones rendering will provide more accurate positional audio to all 5.1 and 7.1 games and movies than did earlier generations of headphones with Dolby technologies.
They remade the game frame by frame with a new graphics engine to greatly increase the graphical quality of the game like they did with OOT3D but they aren't new games, they didn't have to come up with a new story / gameplay / art style or even create a game from scratch so in essence it is a port with enhanced graphics and audio as well as 3D.
Nice to see this game will likely have dual audio for those of us who like to hear the games native language, I don't buy games like this if it's only available in English, not after the likes pandoras tower, arc rise fantasia, the last story etc, the voices in those games was make or break for me, I really appreciated Platinum giving us the option in the Wonderful 101, and they'll most likely do it with Bayonetta 2 as well, I don't know why Japanese game developers or publishers (whoever makes the decision) can't just leave them in there as an option, it's not like they lose anything by doing so, fyi, this game looks AMAZING.
Deaf & Hard of Hearing Gamers: The game doesn't have any audio cues of note.
While some glitches did appear during gameplay — such as clipping into the side of a mountain, occasional and annoying audio popping, and one complete game crash about four hours into my adventure, no issues were so substantial that my experience was seriously hindered.
You also get some other extras like a complete game guide, audio commentaries and so on however these aren't anything a brief internet search couldn't provide so, whilst they're nice to have, I don't think they're essential.
Deaf & Hard of Hearing: While the game features no important audio cues that don't have visual accompaniment, it is a largely music - themed game.
A game's audio should reflect the goal of the product; in this case, the battlefield sounds should dominate and that's precisely what they do.
Looks basically like you do all the work of editing / cover, then you campaign for votes, and maybe you'll win $ 1500 and they get to do anything they want with it for two years, including ignoring it, or selling off all the foreign and audio and movie / TV / video game rights.
Other notable features include the addition of multiple profiles to get a custom experience depending on the person using the device, whispersync for games and audio books so you don't lose your progress between devices and more.
As an avid Kindle reader, who wants an e-reader that is light in weight (and always uses a leather cover when reading), who doesn't feel the need to take notes, make annotations and play games on the Kindle, who prefers to read rather than listen to audio text and who searches and downloads books from the web, then the Kindle 4 sounds absolutely perfect for me.
There are many interesting experiments going on with direct and social selling (I love Aer.io), new subscription models for libraries and individuals (particularly digital audio), so I don't think the game's over yet.
It handily runs the board game apps that I prefer, gives me a great portable platform for audio books and video, and will give me a good alternative for browsing the inter-webs when I don't care to lug my laptop around.
The audio files carry some emotion but don't quite reach the heights of the audio files found in games like Gone Home.
Even while in the park, aside from the cutouts, the games audio remains top - notch and does not fail to deliver.
I see most people here don't get the idea of having both the original language and the dubbed audio, but I suppose that is because there isn't anything foreign for you to watch besides Japanese Anime or Japanese games, and even those are dubbed.
Sadly the rest of the game's audio doesn't hold up; the music barely manages to do what it should, but you're not going to be humming it while making your breakfast the morning after finishing the game, and the sound effects don't really do the game justice, either.
All the people saying that Nintendo is not with the times because they don't offer dual audio... And I'm here wondering which games DO offer iDO offer it.
Obviously since this is a Ghost Recon headset it did get considerable testing using Future Soldier, which is luckily a game with great audio, but it also got put through its paces with F1 2011, Battlefield 3, DiRT 3 and many more.
Of course, the games themselves have a lot to do with this as no headset can counteract poor audio design and mixing.
Graphics are important, yet they do constantly overshadow another aspect of game design that holds arguably just as much power over your enjoyment of a good adventure; the audio.
Considering how much time does need to be spent on the gameplay above else, perhaps demanding such high standards of the audio is stupid, especially when gamers place far more emphasis on the graphics than the sound.
I don't think game streaming will replace locally installed games until the video / audio quality and input lag are equal to locally installed games.
The games graphics don't quite manage to match up to the audio (voice acting withstanding) quality of the game.
As I mentioned when talking about the game audio, sound is very important in Amy and that helps add a nice element to sneaking around as you don't just have to watch the enemy, but where you're putting your feet as well.
What do you think it takes to be an audio professional for video games?
While we don't want to spoil the full track listing — it's best experienced in the context of the game — the team thought it would be interesting to highlight their favorite tracks for the PlayStation community and give a little sample of the audio fun awaiting in Hotline Miami 2: Wrong Number.
The audio was an afterthought in this game and really do nt merit any rating.
Rarely do you see audio used in such a compelling way in games.
Maybe on the next game I'll try to spread the audio work out rather, than doing it in one swoop.»
The Load Times are a little strange because the audio for the game loads before the actual game does on - screen, but otherwise, the Loading Sequences never take more than 10 - 20 seconds when you load a save or die and have to retry an area.
One can only do so much to improve a game's original visuals without completely redoing them though, which is easier and part of the approach Square Enix took with the game's audio.
I didn't mind these at first as they allowed players to keep playing while still experiencing the story, but they soon became annoying as the tapes overpower the game audio, making it near impossible to hear what's going on around you, killing any real chance at a stealth run.
From an audio perspective, Neil Davidge has done decent job and while the musical direction is different from previous Halo games, it's to be expected.
Aside from that and some decent 3D audio, the game doesn't really do much with VR or motion controls.
Aside from that little quirk, the audio part of the game is top - notch and does a great job of putting you in the action.
Aaron doesn't necessarily seek to champion one tier of game audio work versus another, but he appreciates the nature of his current workflow.
Combining the audio with the beautiful art - style of the game does help to create a world that doesn't feel to distant from our own and one that you don't mind seeing over and over again as, depending on how often you die, you repeat each scene.
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