How Sound Tells the Story of Night in the Woods
2018-03-07
In this GDC talk, Em explores the atmospheric audio of Night in the Woods, including the ways in which it changes over time, and brings life to that which cannot be seen. The story of 'Night in the Woods' is based on the environment, and the sound works in conjunction with each scene to make you feel as though you are there. It mimics the liveliness of real life, where everything has its own story. Em uses examples from the game and implementation strategies to illustrate how sound can actively contribute to the game world and story.
How We Make Slow Motion Sounds
2017-12-26
In this episode of Smarter Every Day, Destin Sandlin explores a problem most people never think about: when footage is shot at extremely high frame rates, the camera can’t capture usable sound. The result is that many slow-motion videos rely on recreated audio instead of the real thing. Using an exploding tomato as an example, we walk through how we build convincing audio from scratch, layering impacts, debris, and textures to match what you would expect to hear, even if it doesn't exist.
Our Very First Reel
2017-02-23
Our very first reel and our very first blog post. Welcome! Please enjoy this trip down memory lane with the games that started it all for us. The concept of the reel was born from Gordon's inspiration behind our company name, (which started out as his band name!). We captured a clip from each game containing a piece of the War of the Worlds quote that our name is derived from. "A shell in the pit," said I, "if the worst comes to the worst, will kill them all." Does the quote have a deeper meaning for our company? Not really, it just sounded right, but having our origins in an obscure quote from an 1897 novel about aliens illustrates our love of storytelling, and being weird, just like this reel does.
