Come join us!
We're thrilled to share some exciting new open roles here at Skeleton Key. Come join our amazing team! 💀🗝️ https://lnkd.in/gA4RU8xc #SkeletonKey #GameDev #Audio #Design #Gameplay #UI
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Come join us!
We're thrilled to share some exciting new open roles here at Skeleton Key. Come join our amazing team! 💀🗝️ https://lnkd.in/gA4RU8xc #SkeletonKey #GameDev #Audio #Design #Gameplay #UI
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🚨 Kaedim3d.com is HIRING 🚨 Send resumes to recruiting3d@kaedim.com Here's how you can experiment with real-time image visuals and the "Doppler music" in your video game project or interactive music experience. ⭐ The world's best game studios ship 7x faster with Kaedim3d.com - try it today to turn sketches into game assets in minutes #GDC #GDC2024 #a16z #IndieGameDev #GameNews #GameDevelopment #GameIndustryUpdates #gamedev
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Find out how we used Wwise to make Step Sixteen over on the Audiokinetic blog! https://lnkd.in/ewUbzncc #Wwise #gamedev #indiedev #unity3d #madewithunity #drummachine #sequencer #electronicmusic
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Sound designer and composer for game and film. Audio programmer in C#, C++, FMOD and WWise. Music technologist, recording and mixing engineer Orchestrator and conductor Musical director Violinist, vocalist, pianist
Audio peeps, I want to talk about this I want to talk about companies wanting you as an audio engineer, producer, composer designer etc, ON-SITE. I’m sure epic games has got a fully fitted out studio for producing audio, but, any designer, engineer, composer etc who has spent years investing in their own studio, effects plugins, sample Libraries, recording methods and so on, why would you have to be on site when the best work you do is in your own studio that’s well equipped and you have had results from? More and more I see this for audio jobs - and frankly I’ve stopped searching for them in the games industry because of the on site thing, but also this nonsense that the game studio wants entry level positions filled with AAA developers. It’s really not good for the industry and it’s making me want to shift away from it entirely. Any studios want to prove me wrong? I’d happily converse and debate this subject. #gamedev #indiegamedev #gaming #unrealengine #unity #sounddesign #gameaudio #audioproduction #composer #gamemusic
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something I feel pretty strongly about, is the inclusion of Audio/Music in Concept stages of game development. for every Concept that Art or Design or other Domain needs to exercise, there is an equivalent Audio/Music R&D opportunity to innovate and better collaborate on features. this is a quick example of taking a Design and Art Concept of a modular Music Box from #projectDragon, and quickly sketching/riffing on some potential Music Sandbox mechanics that could influence further stages of development. for initial ideas and quick riffing, I tend to use software like MaxMSP to make interactive Concepts and functioning Prototypes outside of the game engine. #maxmsp #ConceptAudio #ConceptMusic
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How do sound designers tackle procedurally generated graphics? In my master's I used sonification frameworks to build a data driven sound system somewhere between adaptive music and movement sonification. The prototype is intended to be implemented with movement sensors and used in contemporary dance, but I started thinking about related applications as well. When it comes to procedurally generated environments a similarly data driven approach should be the most efficient (?), regardless of if audio itself is procedural or traditionally designed. Searching information I find very little on this topic, the -combination- and -matching- of procedurally generated graphics and sound. Can my LinkedIn network be helpful? :) #gameaudio #proceduralgeneration #pcg #sounddesign #gamedesign #proceduralgraphics #proceduralaudio
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Ever noticed how many animation and motion design studios prominently feature tech projects? To me, it sends a message: this is our best work, and this is what we aspire to do more of. I can’t help but wonder: Is this it? Don’t get me wrong — I understand that many studios are also doing incredible work focused on important topics. And just staying afloat these days is challenging enough. Yet, something about this doesn’t sit right with me. It seems like the pinnacle of achievement for a studio or individual is to work for big names like Google, Meta, Apple, or other well-known tech brands. I’m sure most of you will agree with me in saying that our industry has the power to influence discourse and change perceptions. The question then becomes: Can and should studios be more idealistic, giving more attention to addressing the pressing challenges of our era? Or does the client, especially big tech, decide? Curious to hear your thoughts!
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I have a full schedule and not much time to publish experiments or concepts. But not long ago I made a test render using light with triggers, since I work a lot in the music field. Overall this produces some cool results, but it's not perfect yet. #3d #creative #art #motiondesign #motiongraphics #3dmotion #visualdesign #artdirection #3d #graphicdesign #interaction #lights #creativedirection #redshift #render
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Game designer and 3D artist. Co-owns BackSlash Games, an independent game studio. Currently looking for work in Chicago or remote.
I would love to see a bit of an expansion of the discipline dropdowns on job applications; For some industries at least. I have a BA in game design and an MA in interaction design and the only dropdown that is applicable to me is "art." I understand the programs used during the hiring process are pretty standardized, but this is the application for a game studio. You would think they would have "game development" or "design" at the very least as options, but none of those words show up on the list. This means that a 3D artist, combat designer, and audio engineer are all under the same term "art." I don't know the backend of the hiring process so having these all lumped together might be preferable, but from an applicant side it can feel a bit off reducing my abilities and education to "art."
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LED walls can take actors and props literally anywhere. That's part of why they're revolutionizing virtual production. Here's our deep dive into the tech. https://lnkd.in/geEfZBCu
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Film Industry Entrepreneur & COO- Serving the film and television industry and contributing to the economic growth of our community. - Multiple Industry Business Development Leadership Experience - USMC & USAF Vet
Virtual Production Market Size & Trends The global virtual production market size was estimated at USD 2.11 billion in 2023 and is expected to grow at a CAGR of 18.6% from 2024 to 2030. Virtual production enables filmmakers to interactively visualize and explore digital scenes, such as realistic virtual characters, three-dimensional graphics, and a real-time virtual interactive background environment within the studio. Vast developments in the field of virtual production over the years have led to the introduction of solutions that allow filmmakers to transfer the motion-captured movement of an actor to virtual characters, which are then previewed in real-time, in combination with live-action footage and virtual set extension elements. Such solutions help filmmakers plan and communicate their creative ideas in new and more intuitive ways. The increasing demand for visual effects (VFX) in movie production studios worldwide and rising application scope of virtual production in commercial ads are likely to drive market growth. The full report is here - https://lnkd.in/gQ94Hrvd
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Graphic Designer, Illustrator
5moSuper interested would love to join your team!