Sound Tricks of L.A. Noire
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Latest comments
by Charlotte Delannoy
4 hours ago

Thanks a lot ! Did you give some masterclass of something ?

How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles

by Gary Sanchez
7 hours ago

I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style:

Sound Tricks of L.A. Noire
25 April, 2018

We rarely talk about sound design in games and that’s a shame. Game audio can make your experience more colorful, adding different little details to the game’s range of emotions. What examples could you name when talking about clever audio design? Let’s remember a Rockstar game called L.A. Noire. The game shines when it comes to sound. Why? Take a look at an episode of Game Audio Talk by Bjørn Jacobsen (a former sound designer at IO Interactive, CCP Games, and some other studios) to learn about the tricks behind the game’s audio.  

Game Audio Talk – is my series of videos in which I go over video games and their use of sound as informants, sound implementation and more.

It’s not a game or sound review, it is strictly interested in the game audio implementation and use of sound design.

The game featured is L.A. Noire. It uses sound brilliantly as informants all the time, combined with graphical, UI, text and dialogue elements it is one of the perfect examples of using informants to guide players around the game.

I go over most of them, explain them and express my respect for games using sound like this.

Game Audio Talk 

Make sure to check out the Bjørn’s channel for more videos on sound design. 

Source: YouTube

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