Creating a course about BG3 for my "Video Game Sound Design Analysis" class right now, and your video really is golden, thank you. (+ I too was suprised by the lack of material about the incredible sound work in that unbelievable game, thanks for making some)
@gullskjeggsoundwizardry10 ай бұрын
I appreciate the attention. The team was great.
@LAxemann10 ай бұрын
Heya Glenn, of course I stumbled over your channel as well when doing my research - Another allpass-lover! ;) You guys did a fantastic job, thanks for blessing our ears!
@jadencoremusic10 ай бұрын
Brilliant video! Your channel is a gold mine for sound design :)
@LAxemann10 ай бұрын
Thanks for the kind words, Jaden! Happy if people find my stuff interesting! :D
@savagedregime81766 ай бұрын
There are ways you could get away with having similarly meaty sound design for faster paced real time RPGs without overwhelming the soundscape. For instance I noticed in WoW that player/client-side weapon attacks use separate sound assets with more proximity to them (although this does double the workload). And implementation-wise you could also mitigate the chaos using some automated priority, mixing and ducking logic. Balancing a game mix with sensible priority metadata could probably be a whole topic unto itself and there are plenty of both good and bad examples out there. I remember reading an interview about the Mortal Kombat 1 sound design where they said they used quite a bit of sidechaining to maintain an impactful sound mix.
@eurk010 ай бұрын
awesome video as always!
@louis-etiennepayer383910 ай бұрын
Absolutly loved the video and reflexions on the sound design. Keep up the good work !!!