Introduction This is the second post in our series devoted to the sound design of effects for sci-fi games and animations, all procedurally, all
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Introduction This is the second post in our series devoted to the sound design of effects for sci-fi games and animations, all procedurally, all
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Introduction This is the first in a series of four posts that will look at the design of sound effects for sci-fi games and
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We just finished posting our second series of 10 quick tips for GameSynth on Twitter (under the hashtag #GameSynthTip). We are listing them all
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Introduction GameSynth’s Modular model offers a great visual patching system for creating sound procedurally. Part of this package includes signal generators such as the
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This year’s round of GANTalks featured some of the finest talents in the game audio community. Thanks to the ongoing planning and orchestration on
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We recently posted a series of quick tips for GameSynth on Twitter. In this blog post, we list them together for your convenience. Tip
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Introduction GameSynth supports rendering to a host of different Audio Middleware solutions, and now even supports exporting to Cockos Reaper. Reaper is a flexible
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For the past 10 years, most racing games have been using granular synthesis to simulate engine sounds. Some members of the team at Tsugi
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1. Creative and fun to use 2. Super productive 3. Infinite sound palette 4. Extendable platform 5. Increased audio interactivity 6. Ultra-low memory footprint
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We are thrilled to announce the release of GameSynth 2019.1. This version is packed with new features and improvements that will make your work
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