As we continue to delve into the world of sound design for gaming, we have a special conversation to share with you today with one of the heavy hitters in this space — Rob Bridgett.
Rob is something of a visionary in their field and has a new book called, "Leading with Sound: Proactive Sound Practices in Video Game Development," where they share some of their fascinating insights and philosophy on crafting soundtracks for video games.
"I talk about the topic of leading with sound through each one of those subject areas [music, sound, dialogue, and mix]. What are the opportunities for sound designers or composers or dialogue designers? What are the opportunities that they may be missing early in pre-production or production and try to deemphasize this idea of post-production. I know it's something that I've spent a lot of my time trying to create and defend in video games. And I still maintain that we 100% have to have post-production time and we have to be the last part of the baton race. I'm not arguing for that to go away. That's still critical, it feels like those are the gates of Valhalla for us, in audio. It's like once we arrive at post-production, we should already have all this other stuff figured out."
— Rob Bridgett, Audio Director, "Shadow of the Tomb Raider"
Our colleague Andy Vaughan discusses the book, as well as Rob's work on "Shadow of the Tomb Raider," their overall career, and some of the exciting new experimentation they're doing in partnership with McGill University.
You can http://www.sounddesign.org.uk/ (learn more about Rob and check out their book here).
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