GenAudio's Michel Henein explains the distinction 3D audio and 'real' 3D audio
Steve Parker details Side's recent audio work on Crysis 3 and what you can learn from it
Nimrod offers advice on how to avoid licensing pitfalls to get the music rights you desire
AudioMotors to enable tuning and adapting of pre-recorded engine sounds
iZotope's Scott Simon offers advice on realtime audio processing; an approach vital to Forza 4
Consider voice acting from the design stage, advises RuneScape studio Jagex and audio outfit OM
PitStop's production director Nadeem Daya on why giving sound producers clear guidelines is more important than ever
Soundrangers say the opposite is true, as Develop's Audio Special continues
Soundrangers argues whether an audio library can allow for true creativity in games
According to sound library producer and FMOD Studio expert Stephan Schütze, it definitely does
Stephan Schütze looks at what modern generative audio methodologies offer games designers
Our eight-feature focus on the cutting edge of sound design starts today with Wave and Cubic Motion
Daily advice on recruitment and HR from the industry's top companies. Today: Sound advice on audio jobs
Daily advice on job hunting from the industry's top companies. Today: tips from Euphonious on getting promoted in audio
Does working for free devalue the game audio profession?
'Industry middleware has more in common with data entry than with digital audio workstations'
John Broomhall talks to Playdead about the recent Develop Award Winner
New Bink codec has 'speeds 30 per cent faster than MP3 or Ogg'
Luminaries from across the audio sector to tackle every aspect of video game audio
Wave Generation founding partner David Lipes on casts and crew