This post might be one of my lasts being written within a student’s perspective. Officially, I am done classes and am still enrolled on the last semester which is the co-op program, then I will be an official Master of Digital Media. I was hired as a co-op at Microsoft’s Black Tusk studio as an …
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by Edward Bauman on September 7, 2014 with Comments Off on Fireworks Recording Session
This 30th of July of 2014, in between location sound gigs, I had the chance to arrive home 20 minutes before the starting of the fireworks competition – Celebration of Lights -France Day. Quickly I grabbed some stands, microphones, cables, recorder, mixer and media to start my recording session. I recorded from my balcony, using …
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This past week I was hired to record a few lines of violin being played by Caroline R. Cloutier for a yet to be released short film called “Love in Motion” by Rick Harkness. There was no budget to rent a studio with full acoustic treatment and great pre-amps, so I had to record the session …
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by Edward Bauman on July 1, 2014 with Comments Off on MDM Students Industry Showcase
For the first time I had the chance to be the one showcasing my skills and work for over 150 industry guests at the Centre for Digital Media. I was used to be the one mingling and talking to people at events, but being the one showcasing has definitely changed my perspective for this kind …
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I did this production microphone comparison test while I was in gear transition with the intent of sharing the sonic qualities of every microphone I had in hands with people that are interested on this subject. This comparison tests the sonic qualities between the microphones Neumann 82i, KM150 and KM145; Sennheiser 416t and 8050; and …
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Super Mega Ultra Light Drive (S.M.U.L.D.) is a project developed as part of the Advanced Game Design class at the MDM program. The game is set in the microcosm of a laboratory experiment, the player takes on the role of a single light particle trying to escape its man-made confinement. The player must gather as …
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Some of the music in Anthymnis part of the core gameplay. Jessie’s post talks about the creation of the game’s music, but there was an important process to convert that music into gameplay. In the game we’ve prototyped, the boss plays a song first, while the player can run or use spells to defend, attack or heal. The …
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by Edward Bauman on May 15, 2014 with Comments Off on Anthymn – Implementing dynamic audio using Wwise
Anthymn is a game that requires a high number of dynamic and interactive of audio assets during gameplay. The most effective form of implementing such audio is by using a middleware audio tool such as Wwise or FMOD. These tools give the sound designer full control of audio playback in-game, including all real-time parameter controls (RTPCs), …
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