Scott Boyd (@scottboydsound) header
Scott Boyd (@scottboydsound) profile picture

🇦🇺 🎮 Audio Lead @UltStudio_ || Sound Designer/Tech Sound Designer - hear me on @EndNightGame #SonsOfTheForest, @phantomabyss, @lastepoch + more! #gameaudio

Melbourne, VIC, AUS
Joined January 2021
Photo by Scott Boyd (@scottboydsound)Photo by Scott Boyd (@scottboydsound)Photo by Scott Boyd (@scottboydsound)Photo by Scott Boyd (@scottboydsound)Photo by Scott Boyd (@scottboydsound)Photo by Scott Boyd (@scottboydsound)Photo by Scott Boyd (@scottboydsound)
Garm will forever be a career high, what a beast to design on! 🐺😈 Thank you @SonySantaMonica for sharing a bit of how the sausage gets made!
Garm’s pre-attack tell features a deep, straining groan—sourced from a developer’s old truck suspension. Warped and stretched, it mimics a titanic container ship struggling under its own weight, evoking a primal, foreboding presence.🐺
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It's finally live! If you wanted to know more about using Wwise's HDR system on your project, be sure to give this article a read. Thanks to @audiokinetic for helping make this happen!
HDR (High Dynamic Range) is a feature within #Wwise, and a very powerful tool for mixing & managing the output dynamic range of your project. This week on the blog, @alexprevity overviews Wwise HDR & shares best practices for game mixing! Give it a read: hubs.ly/Q02Xr7k10
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ReaSpeech is here and ready to change the way you work with voice! Enjoy free transcription right in Reaper and even contribute to the project to make it even better. Visit twtr.to/1ZXG1 to grab ReaSpeech and get started. #sounddesign #gameaudio #reaperdaw #voiceover
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Scott Boyd retweeted
From foley to footsteps, our Audio team has been hard at work to deliver the best-sounding Black Ops experience for all players. Hear the difference we're making with advancements in adaptive audio, spatial reverb, physics-based acoustics, game sound prioritization, HRTF support, and all-new asymmetrical hearing compensation technology: callofduty.com/blog/2024/10/…
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I'm looking for expressions of interest from local Australian based composers to work with Ultimate Studio on our AAA level projects. If you're interested please read through the form and submit your details here: forms.gle/5m382nCjL8B8NNPU6 Happy to answer any questions!🎶🤘
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I'm looking for expressions of interest from local Australian based composers to work with Ultimate Studio on our AAA level projects. If you're interested please read through the form and submit your details here: forms.gle/5m382nCjL8B8NNPU6 Happy to answer any questions!🎶🤘
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VTUBERS, CREATORS, VOICEOVER PEOPLE: When you're recording at home with absolutely no treatment, or no DIY vocal booth, then boy do I have the greatest piece of knowledge for you. This is huge for your voice packs, lore video recordings, etc, and will SKYROCKET your quality. 1/2
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Check out our interview on using Wwise in Star Wars Jedi Survivor! Lots of cool #gameaudio nuggets in there blog.audiokinetic.com/en/sta…
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Quick experiment with a simple procedural doppler-style effect in #ue5 using #metasounds. Distance of green cube to player used to modify pitch of sounds (3x layers), LPF cutoff, delay settings, tremolo speed, and to trigger a sweetener at threshold. Not too bad.
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Double repost: Since there are going to be a lot of startups coming over the next couple years, please please please bring audio in sooner than you think. We can help during the concept process. We can also help during pre-pro. QA will thank you, I promise xD
We don't say it enough but: HIRE AUDIO DESIGNERS FOR THE MOTHER OF GOD AND NOT AT THE END OF YOUR PIPELINE thank you.
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Scott Boyd retweeted
Hey everyone! I done a video about granular synthesis and textures. First time doing one of these so let me know what you think😀Hope you find it useful! #sounddesign #gameaudio #reaper youtu.be/-T6BiFUT0d4?si=x36W…
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When working on sci-fi sounds, I've always loved using real "fauna" recordings as sources of inspiration. No synthesizer can provide the same amount of "movement" and complexity in a sound as Nature already does. Here's the sonic transformation: from Bald Eagle to sci-fi alarm!
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Hey Everyone, Sons Of The Forest v1.0 will release at 10am PT today! We are all super excited for the new additions and improvements and can’t wait for everyone to play. The team at endnight
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Scott Boyd retweeted
Heya! In my latest thingy, I stick to my roots of not using @kilohearts #PhasePlant for typical synth things. Instead, we go over how it can be used to speed up sample-based sound design tasks, allowing for more efficiency and (hopefully!) fun! :) youtu.be/KE6Lz5j0DDU
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A whole lot has changed since Early Access 👀
Phantom Abyss Version 1.0 is imminent so brush up on what's changed before you jump in with the ghosts of fallen runners.
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If you’re an Australian developer making a game, and that game has audio (which it will), you should hire Australian audio talent. 1/3 🧵
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Hey Everyone, Sons Of The Forest v1.0 will release Feb 22, 2024 with Shawn Ashmore voicing Timmy as we expand his role in the game and story. We thank everyone who has joined us in Early Access and are super excited for what we have in store for v1.0 and beyond.
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The rainy sounds of an Underpass
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#Spider-Man2 - The sounds of NYC come to life through many, many sonic layers. At street level the sounds of distant voices are recorded using ‘walla’ groups. This is a look at how we capture some of that.
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