Warframe: Post-Mortem

On Wednesday, Max and I stepped into the C24 for our final mix of the Warframe sound replacement project. The thought that it was the final session was strange to both of us, having spent so much time on it. This post will be a reflection on some of the things that went right, and…

Dead Weight: Assets

  Over the last week, as well as putting some finishing touches on my Warframe sound replacement, I have also been recording and designing sounds for a ten minute short film, a horror called Dead Weight. Sebasthian, who I worked with extensively last trimester, asked me to help him out with this project a couple of…

Loudness Standards in Film, TV & Games

You may have heard of the “loudness wars” in the context of music before, but it also exists in film and television productions. Just like mix engineers of music abused brick-wall limiting to reduce dynamic range to fool loudness standards based strictly on peaks and RMS, so too did mix engineers for video-based productions. This…

Warframe: Sound Design

Over the past four or five days, I’ve been designing the audio assets for my Warframe Sound Replacement project. Along with the challenges faced, I also gained the benefit of improving my Pro Tools sessions and workflow by utilising groups and sync points. Workflow When I am beginning to make a sound effect in Pro…

Warframe: Recording Source Material

Last week Max and I spent a couple of session recording and designing the groundwork for the sound effects in the Vauban Prime trailer sound replacement project. Our first session was a recording session in the C24 Studio, where we recorded a variety of source material including leather sounds, cymbal collisions, the foley box sliding…