From time to time, we have visitors who drop by the office and check out iterations of the OSSIC X. For the most part, we do this because feedback is important. At the end of the day, our product is built for our customers so it’s very important for us to get this information early. NobodyEpic, a gamer and content creator, flew all the way from Michigan to give the OSSIC X a try and we couldn’t be more excited to host him.
He’s a strong voice in the gaming community but also very interested in virtual reality and its future implications. Earlier this week, he released a video featuring the X with cameo appearances from our very own Joshua James. Thanks for the shout out, NobodyEpic!
For more information on NobodyEpic, check out his YouTube page here: https://www.youtube.com/user/NobodyEpic/featured
Thank you for your continued patience as we finalize the development of the OSSIC X. There has been quite a lot of progress made on the OSSIC X headphones in the past month. Read for the latest updates.
In a recent meetup for SDVR, Sally from OSSIC Studios discusses the basics of audio for games and VR.
Chanel Summers does it all: she’s a musician, an audio designer for games and emergent technology, a composer, an educator, a drummer, an interactive audio technologist, and an immersive audio expert. Here’s a conversation we had with her before SVVR about designing sound for the largest free-roaming VR experience in the USA.
If you had the chance to see the latest King Kong movie, you know that Kong and his reptilian foes are massive yet visually convincing and familiar. Kong walks like a human and looks like an ape, and the large insects look like a daddy longlegs. It’s a convincing approach. But when it comes to the sound of these creators, did the filmmakers do an accurate job?