XBLIG prices can be changed every 7 days starting May 23


Big news from Microsoft today, as they announced via the App Hub, the official MS forums where XBLIG developers Read more

Sonic the Hedgehog 4: Episode 2 Review: Rolling in the Right Direction


A new Sonic game always brings a level of uncertainty with it. Sega’s mascot has seen more highs and Read more

One Million Fans Take a Stroll with The Walking Dead Episode 1


Comic books, television, and now video games: is there any form of media that The Walking Dead can't conquer? Read more

Kittens Spit Fire When Serious Sam Double D XXL Assaults XBLA This Fall


Take a long, hard look at you what is on your screen right now. Yes, that’s a kitten, spitting Read more

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Sound Design In Gaming: An Art Not Yet Forgotten Part 3

Posted on by Dave Voyles in Features | 2 Comments

In the final part of  our Sound Design In Gaming feature, we’ll cover how to find a designer who’s right for you, negotiating the contract, and the turnaround you can expect for their work. Be sure to check back on parts 1 and 2, to make sure you haven’t missed anything.

So now you’re looking to start your own gaming project, but need to get ahold of a sound designer? How do you find one of these characters?  Any form of art is obviously a portfolio-driven industry, therefore most designers have their work available on social networks specializing in the subject, such as Soundcloud and Myspace. I know, I was surprised that Myspace is still around too. Forums and networking, generally through industry events, have proven itself invaluable as well.

The subject of money can be touchy for a lot of people, so we’ve asked the designers how they, and the industry as a whole, generally handle payment. Unless you are a large development studio with an in-house sound team, you’d normally have to rely on contracting outside professionals. “I establish a charge per minute of music,” Zack Parrish began, “usually negotiating with the person I am writing for to try and fit the rate into their budget. Projects that I do spend months on…[generally offer] royalties”  Cain German agreed, adding “regardless of writing the entire soundtrack or just one song.”

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Sound Design In Gaming: An Art Not Yet Forgotten Part 2

Posted on by Dave Voyles in Features | 1 Comment

In part 2 of this sound design in gaming feature, we investigate the technical limitations placed on sound designers and how they overcome them. Also, we ask industry composers how to best enjoy their works and which way the industry is headed. Before we can truly know where we are, we first must come to understand how we got to the point we’re at now.

Each console generation has been armed with unique features that allow its platforms to stand out from their predecessors, and it’s safe to say that the display features have certainly been one of the defining points as of late. Where does that leave audio? For the most part, not much has changed lately in terms of audio hardware. The Wii doesn’t even offer discrete 5.1 audio, and the Xbox 360 still uses the same compressed Dolby Digital 5.1 format from the previous generation. Only the Playstation 3 offers uncompressed, 7.1 surround sound in the form of DTS-HD Master or Dolby True HD. But, both of these require HDMI connections and not every title supports them.

The forefathers of gaming sound design were limited in their approach to the field, as the 80s and much of the early 90s hardware could only reproduce sound through the use of MIDI, or Musical Instrument Digital Interface. MIDI is an industry standard that enables the communication between electrical instruments such as synthesizers, keyboards, and computers. The major benefit to using this technology was twofold:  small file sizes and adoption by various hardware and computing manufacturers.

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Indie Games Summer Uprising Day 3: Cute Things Dying Violently Review

Posted on by Mike Wall in Reviews, xblig, XBLIG Reviews | Leave a comment

so cute...so dead!

Games have a long, storied history of incorporating cute, mindless creatures. From the classic Lemmings to the more modern Pikmin, there are many examples of putting you, the player, in either direct or indirect control of a number of such often suicidal beings. Cute Things Dying Violently, the third day’s release in the Indie Games Summer Uprising lineup continues this tradition and adds a twist in the form of some sadistic glee to the failure to save your critters from doom. But in the face of such a pedigreed genre, does Cute Things survive the level? Or does it mindlessly tumble from a cliff?

Visit Two Fedoras to read the full review