With the release of Rick and Morty VR a few weeks ago, the creative masterminds at Owlchemy Labs once again showcase how fun VR experiences can truly be. As the audio director for Owlchemy Labs, Daniel Perry has played a huge role in these making these experiences sound just as fun and engaging as they look.
In this episode of OSSIC Live we were able to catch up with Daniel to ask about his work on Job Simulator, what it's like to design sound for VR, and his vision of the future of 3D sound.
Thanks to Daniel for his time, and to the team at Owlchemy for continuing to make such great experiences!
You can find Daniel on Twitter at @danieldperry
Image: Owlchemy Labs
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?
The unmistakeable sounds of Star Wars. We all know them. But how were they made? We take a look at our top 6 sounds as we celebrate May 4th.