
Game Sound Con Game Audio Industry Survey 2021
This data is taken from the Game Sound Con 2021 survey that ran from June 30 through August 30, 2021, and was promoted on various
This data is taken from the Game Sound Con 2021 survey that ran from June 30 through August 30, 2021, and was promoted on various
Pyramind is pleased to announce that it has teamed up with the Game Audio Network Guild (G.A.N.G.) to offer a full-tuition scholarship to one deserving
Mario Kart is one of the most iconic game titles of all time, with unique music throughout, so in this post we’re going to do
In this two-part song analysis, Pyramind senior audio producer Brennan Anderson digs into “Opening: Bombing Mission” by Nobuo Uematsu in Final Fantasy VII. He talks about the techniques Nobuo uses to make the piece flow well with the game, as well as how it fits in with the rest of the music in the game.
This is a must-watch for game music enthusiasts, especially fans of Final Fantasy VII.
It’s GDC week here in San Francisco, so we thought we’d round up some of our best Game Audio videos for those of you who are curious about designing or programming sounds for games.
Every year, the Game Developers Conference is held a mere block away from our training facilities, making it easy for students to attend. The event includes several award shows, game-related tutorials and lectures, as well as a huge Expo floor showcasing gaming technology.
In part 6 of our multi-part game audio programming series, Brennan shows us how to use lerping within a game. We’ve included a list of programming terms used in this video below, to help you follow along.
VR Headsets do a pretty good job of tricking our eyes, but they mostly ignore our ears. We’ve partnered with FIMVR, a leading Virtual Reality meetup group here in SF, to workshop how to tell incredible stories and create immersive visuals through sound.
Watch the full video recap of the panel featuring David Grunzweig from Dysonics, Kevin Bolen from Skywalker Sound, Sharosh Khuwaja from SubPac, and Brennan Anderson from Pyramind.
In part 3 of our multi-part game audio programming series, Brennan shows us how to create coroutines for more advanced sound programming within a game. We have included a list of programming terms used in this video below, to help you follow along.
In part 2 of our multi-part game audio programming series, Brennan shows us how to add pitch and volume changes to a sound within a game. We have included a list of programming terms used in this video below, to help you follow along.
Anki is a robotics and AI company best known for developing the Anki OVERDRIVE, a customizeable racetrack with app-controlled robotic supercars. In this three-part video series, Audio Director Brian Min and Audio Coordinator Ashley Coull discuss the influence audio has on their products, how hardware guides their development cycle, and what audio can do for robotics.
Eric Kuehnl teaches the game audio classes here at our ground campus. He is certified in FMOD studio and is also a certified Wwise trainer. In these two videos, Eric demonstrates creating events in both FMOD and Wwise, and implements them in Unreal Engine 4.
Game Audio professionals Steve Horowitz and Scott Looney chart a path thru the evolving playing field of sound for games. The session is comprised of a 2 hour presentation and a 45 minute panel discussion highlighting both the business and technical challenges in the new game audio marketplace.
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