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Demystifying Audio Middleware for Mobile Games

  • November 27, 2017
  • Posted By "Admin"

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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. (more…)


Is Game Audio really “50% of the Experience?”

  • November 27, 2017
  • Posted By "Admin"

At Somatone we love any discussions of game audio and/or sound production, because generally they aren’t talked about enough. So when we saw Jaime Cross’s article about game audio we were pretty excited. (more…)


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Spotlight on The Silent Age: The Story Behind The PC Version of the Wildly Popular Mobile Hit

  • November 27, 2017
  • Posted By "Admin"

A Conversation with… Jeff Giasson, Executive Producer, Meridian4 (more…)


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Inside the Gamemaker’s Studio: A Conversation with Super Evil MegaCorp on Vainglory

  • November 27, 2017
  • Posted By "Admin"

Creating a Core Gaming Experience on Touch

We spoke with Stephen Sherman, Chief Creative Officer & Co-Founder at Super Evil MegaCorp, to learn more about the thinking behind Vainglory, a mega-hit MOBA and first-ever hardcore mobile game. (more…)


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Dolby Audio: Offering a new sound experience for mobile games

  • November 27, 2017
  • Posted By "Admin"

By Jennifer Walden, Post Magazine, May 2015

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Most new Android devices are already equipped with Dolby Audio (www.dolby.com) (supporting Dolby Digital Plus), and Android game developers can take advantage of those built-in Dolby audio-processing components to noticeably improve their game’s sound experience. And best of all, they can do it for free with Dolby Audio API for Android. To help explain how game developers and audio pros can use and benefit from Dolby Audio, Somatone Interactive’s (www.somatone.com) chief operating officer Adam Levenson sheds some light on mobile game audio and answers key questions about Dolby Audio.

(more…)


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Weapon Sound Design for ‘Sci-Fi Shooters’

  • November 27, 2017
  • Posted By "Admin"

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. (more…)


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How To Lead A Creative Kick-Off Meeting

  • November 27, 2017
  • Posted By "Admin"

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. (more…)


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KingsRoad Sound Design Q&A With Michael Bross

  • November 27, 2017
  • Posted By "Admin"

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). (more…)


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Game Audio Field Report #2: Happy Birthday Marvel Heroes!

  • November 27, 2017
  • Posted By "Admin"

June marks the first anniversary of the public release of Marvel Heroes, so what better time to recount the time I’ve put into the game? It has been nearly 2 years since I first set foot in the Gazillion building, so here it goes… (more…)


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Best Practices For Fine-Tuning and Polishing In Casual Game Audio Implementation

  • November 27, 2017
  • Posted By "Admin"

The Circle of Development Trends

Casual and mobile game development tends to be cyclical, with a big hit game leading developers to create games with similar themes and gameplay. In the early and mid-2000′s, we worked on a lot of Match-3 style games that followed in the wake of the success of titles like Bejeweled and Zuma. (more…)


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