The most disturbing environment in Halo: Reach is one you'll never find. It's stark and absurd: a cavernous stone passage that seems to extend forever, flanked on one side with brackish green water, populated with disembodied air-lock doors, grounded aircraft and hot-pink bands running across the floor, walls and ceiling.
In his combined office and recording studio in Bungie's Kirkland, Wash., offices, Audio Director Marty O'Donnell taps at a keyboard and, in Matrix-esque fashion, a purple alien attack craft dumps into the virtual space. He tosses a grenade at the Banshee and, as he explains that there are 13 separate sound effects triggered here, the explosion bangs against the craft, which rocks in place, sheds fuselage and sizzles. Then, all 13 effects roll down across the computer monitor as individual text markers
Bungie - "Join our development team to see the new updates arriving with Destiny 2: The Final Shape. Releasing on June 4, 2024."
How do composers make the iconic music tracks from games that we love? And just what makes them so memorable?
Amid ongoing anxiety within Bungie following layoffs last year, the studio is now preparing for another shakeup, this time on Marathon.
Talk about mismanaged Bungie is a studio of tremendous potential and have made some of the greatest shooters to date. Sony pushed them to just make another Destiny style game and consult on other studios live service games and are now getting thrown under a bus as the pivot away from predominantly gaas games is unfolding.
I'd love to see a world where Bungie can focus on telling great sci fi stories again away from a live service dungeon but we all know that's a pipe dream
This studio has had three owners and its never worked well with any of them....Management has issues
very informative.
interesting read.
Seems that individuals these days get so wrapped up in pixel counting that they forget all about the importance of what audio can do for a game. This guy is definitely a difference maker.
The most notable use of audio I can think of this gen is in Dead Space. There were constantly noises around you, and while you can usually tell which ones are just there for background effect in similar games, you really never knew in Dead Space. Sometimes there really was a monster accompanying that echoed sound of something metal falling over down the hall, and sometimes it was nothing but noise. Went a very long way to create a superb sense of atmosphere.
I can't wait to see more of his works. One of the main reasons I can't wait for Bungie's next game. New universe= totally new musical theme.