Introduction This is the last post in our series on procedural sound design for sci-fi games and animations with GameSynth! After designing soundscapes for
Read More
Introduction This is the last post in our series on procedural sound design for sci-fi games and animations with GameSynth! After designing soundscapes for
Read MoreIntroduction This is the third post in our series focusing on sound design for sci-fi games and animations with GameSynth. After creating the soundscape
Read MoreIntroduction This is the second post in our series devoted to the sound design of effects for sci-fi games and animations, all procedurally, all
Read MoreIntroduction This is the first in a series of four posts that will look at the design of sound effects for sci-fi games and
Read MoreWe just finished posting our second series of 10 quick tips for GameSynth on Twitter (under the hashtag #GameSynthTip). We are listing them all
Read MoreIntroduction GameSynth’s Modular model offers a great visual patching system for creating sound procedurally. Part of this package includes signal generators such as the
Read MoreThis year’s round of GANTalks featured some of the finest talents in the game audio community. Thanks to the ongoing planning and orchestration on
Read MoreWe recently posted a series of quick tips for GameSynth on Twitter. In this blog post, we list them together for your convenience. Tip
Read MoreIntroduction GameSynth supports rendering to a host of different Audio Middleware solutions, and now even supports exporting to Cockos Reaper. Reaper is a flexible
Read MoreFor the past 10 years, most racing games have been using granular synthesis to simulate engine sounds. Some members of the team at Tsugi
Read MoreCopyright © Tsugi GK. All rights reserved.