Presley Hynes and I decided we wanted to do a talk at AirCon this year (the online game audio conference from the audio social media site “Airwiggles”, about all of the things we wish we had been told or information we wish we had learned when we were starting out.
This talk has gotten some really positive feedback and I think resonated with a lot of folks
Link below, enjoy!

So You Got a Job...Now What?

 

2023 Summary

 

Year end summary - I did a terrible job at writing updates throughout the year, so let’s try sum it all up.

Vehicle Recordings
This year definitely had the most vehicle recordings I’ve ever done. I’ve only had the chance to do a few of these in the past, so I am by no means an expert but I have had the privilege of reviewing a ton of high quality vehicle recordings during my time on NFS. I had at least some good references of great vehicle recordings to keep in mind.
Using the FRS “Daily Driver” crowdsource as an excuse to try dig into this subject a bit more, I teamed up with some other local recordists and we captured my ‘07 Impreza about every way possible. 57 on the exhaust with a suction cup mount was the star of the show, but the high SPL Countryman B6’s do a great job there and in the engine bay. We also captured interiors for a bunch of onboards as well.
We captured around 418 sounds for the crowdsource. Contact mics are a real unsung hero for certain buttons and switches, I love them on small consumer products and they pair really well with acoustic mics.
Key learning here was just how important location is for a vehicle recording. Doesn’t always seem so obvious when you’re putting high SPL mics in an engine bay, but birds and foliage always seem to find their way into everything.

Right on cue we needed some vehicle recordings for a project at work, that were much simpler recordings not intended for high fidelity “hero” cars, so it was a great example of how some personal projects outside work can be used to support professional gigs almost immediately.

You can check out a quick sample of some onboard driving examples in a sample I did here, these are essentially raw recordings, but give a good example of the perspectives and fidelity captured: LINK

Sound Library

I already spoke about that way more HERE and HERE, but I released a sound library with Subsocial Studios. It was a lot of fun!
Recorded and designed a few hundred sounds, but it was fun to take such an abstract approach to sound design. I’m so used to creating sounds for systems in engine or to picture, so just creating abstract source to be used for sound design or musical context was a fun challenge and I’m happy with out it turned out.

NDA

So. much. NDA stuff.
Cannot wait to share more details about what we’ve been up to on skate.

Non- Audio Stuff

Welding
This year I wanted to get back into welding. I did it for a couple of years through high school before getting into audio and wanted to see if I was still any decent at it. More of as a hobbyist and more artisan welding projects, but we’ll see.
Anyways, that was a lot of fun. I always enjoyed Oxy-Acetylene, but turns out MIG is a lot of fun, and SMAW is not nearly as scary as I remember it. Glad to see I still had some chops and can stack a few dimes. This is related to audio, but we’ll see if that manifests in 2024.

Game Audio Portfolio Notes
As the year was winding down, I offered up some time to anyone in the game audio community who may want a portfolio review. From my personal experience and my time teaching I know how often creative folks are just looking for any degree of feedback or a way to gain some confidence about the direction they’re headed. The response to my offer was overwhelming and great to see. The only downside was I didn’t have capacity to reach out to everyone. In the interest of not leaving some people hanging, I documented some trends and common pitfalls that I’ve seen from reviewing portfolios from applicants and just other folks in the industry and just put that on my site here. I’ll link to this later, but I hope some folks will find this useful in the future — LINK

Programming
I returned to some programming projects this year diving much more into Python than I had in the past. I had this idea floating around for a while of auto-generating markers throughout audio recordings from stadium recordings. I’m not longer on the FIFA/FC team so I wanted to just fully get this idea stood up and documented so I could see if it was possible and maybe had value in the future. The photo below might not look like much, but those region markers are all generated from a commentary throughout a sporting even. So we can automatically identify and tag every notable action throughout a match with the click of a button. No need to listen through a full +2 hour game just to find a cheer, boo, etc. we can extrapolate that from the game’s events.
This can then be exported to a data structure with video and audio for reference. It essentially turns a full crowd recording from a game into a sound library with metadata in a few clicks, improving sound designer efficiency looking for quality assets and I think could have a lot of long term benefits. This was entirely just a personal project to see if it could be done, and it was fun to see what’s possible with Python and a bit of Reaper scripting.

Generative Art
I’ve been looking to try out other creative mediums for a while, and I’ve dabbled with generative art a bit in the past a bit. But was never really able to make anything very compelling. Turns out these tools have changed a lot and I’ve been really inspired lately with what can be generated with javascript, it’s super early days but the below 3 images were generated with just code and I’m really looking forward to going down that rabbit hole more next year.

Plans for 2024

Obviously the priority is my main work and I’m really looking forward to continued progress there and making things sound even better.

New Sound Library
I’m hoping to make a new sound library independently, I’ve already acquired some items to get started so we’ll see how this comes together.

Revive “Translator”
Translator was the name I gave a modular synth project I started during the pandemic. I made a twitch stream where people could type in chat and I had pre-defined keywords which sent MIDI messages to control voltage. So it was a way to collaborate and have people make sounds on my synth remotely. I kind of want to bring that back and see if it’d be a fun way to collaborate with other audio folks remotely.

Find Ways to Support the Game Audio Community
Once upon a time there was a website called “devbrada” that was the best consolidation of game audio jobs I had come across yet on the internet. It went dark this past year, so I was hoping to create an alternative. Mainly with the output being an RSS feed, as it makes it easy to embed in slack channels and discord servers which a lot of folks already gather in.
The intention is to help out any team looking for an audio person to find great candidates and to make it easier for folks to find available roles.
I made a web-scraping script that works, but turning this into an RSS feed has proven a bit more difficult. I think we’ve made some progress though, so between this and continuing portfolio reviews I think there’s a lot that can be done.

TL;DR
It was a big year, but it was definitely a tough one too. I’m hoping that next year will be much better for everyone and there will be a bunch of cool new sounds to share. Thanks for reading.

 
BehindTheGlass.png

Behind the glass is a new online audio magazine based out of the UK.
They were interested in asking some questions about sound design and game audio in general and I was lucky enough to share some pages with Ashton Mills who is a fantastic sound designer. I’m always a big fan of articles and books where the same questions are asked to multiple people. I think it helps to showcase how people attack the same problems differently, or where there is maybe some extra focus on particular high priority areas.

If you care to take a read, check out the latest issue here: Behind The Glass