News

Oct
03

The Walking Dead: Road to Survival


We had the opportunity to sit down with Associate Producer Jonathan Cuff of IUGO Mobile Entertainment and ask a few questions about their new top-selling game; The Walking Dead: Road to Survival. Check out the interview below for some great insights into all of the aspects of production, including our musical contributions, and how it all came together to create a hit game topping the charts in the iOS store Read More


Oct
03

Loot & Legends Interview


Check out our exclusive interview with Jon Loucks, a Game Designer for DropForge Games. We helped this company step out of the box with music and sounds for their new Loot & Legends, a flash to the past when true gamers played D&D in their basements with pizza to go around!  Read More


Aug
17

Demystifying Audio Middleware for Mobile Games

 team3

By Eric Van Amerongen, Sr. Sound Designer, Somatone Interactive

Audio for games: It’s what we do. It’s what we breathe day in and day out here at Somatone. If you’re a producer and want your game to be engaging, creative, cohesive, competitive on the market and most importantly, FUN! for your user’s experience, then factoring in great audio is an important component of your production. From our experience, great audio not only begins with its inception, but also continues through to its final implementation, which is the most important part of game audio production. Read More


Jun
23

The Somatone Production Pipeline

How does a project go from temp sounds to completed game with an original score, sound effects, and voice-over? At Somatone, we have the process down to an art – and we have the artists following a proven process. Our interactive audio artists will work with you from game design doc to launch to make sure your game sounds just the way you imagined it. Read More





May
09

Weapon Sound Design for ‘Sci-Fi Shooters’

As published recently in Audio Pro International

Sci-fi weapon sound design is the subject for the next installment of our Game Audio column, in partnership with Somatone Interactive.

This month, executive director Michael Bross and senior sound designer Eric Van Amerongen team up to share their insights into the creative process for this particular gaming genre from their respective positions. Read More


May
09

How To Lead A Creative Kick-Off Meeting

One of the most daunting stages in the collaborative process relates to how and where to start with the creative and logistical partnership with a game developer or publisher.

Approaching a new game or, even more so, jumping in on a live product, can sometimes be an overwhelming experience. We have participated in more than a few meetings with game developers, producers, game designers, programmers, and creative directors wherein time was spent in discussions, but at the end of the call, we are no closer to understanding what is needed, or what the vision for the game is. This phenomenon birthed an approach for us that works well for all stakeholders in the project. Read More


Michael Bross Interview about Sound Design in KingsRoad
May
09

KingsRoad Sound Design Q&A With Michael Bross

1. What have you been working on for Rumble’s KingsRoad game over the past 18+ months?

We’ve been working on all audio aspects of the game, including the full range of sound design and music as well as character voices. In the early stages, we were also doing implementation (both remote and onsite). Read More