[In French]
How can we optimise audio production used in game design in order to recreate realism and generate emotional impact? Simon Ashby believes that audio designers remain overly dependent on programmers and that the WWise software and adapted software tools provide them with the independence they need to be truly creative.
“What I’m looking to bring as an artist in an interactive medium, is a sense of emotion. I need to create reality in terms of the audio environment, of course, but I want to take it even further. In the end, I want to deliver an emotional component and further an artistic approach that is both cohesive and consistent.”
Simon Ashby – PRODUCT DIRECTOR , AUDIOKINETIC
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