Post by Gilvan Blight on Aug 18, 2008 10:50:30 GMT -5
One thing we’ve been wanting to do since we first launched Gnome Stew is have a contest for our readers — and here we are with our first contest!
Last week I promised that the prizes would be surprising. We’ve never seen a contest like this one on any other gaming site, and we’re thrilled to be able to offer something this unique to our readers.
World oF Twilights Studio
Gnome Stew reader PaPeRoTTo (Giorgio Vezzini in the real world) is a sound engineer who creates custom sound effects for his own game, and he recently started a company, World oF Twilights Studio, to do the same thing for your games.
Giorgio does great work, and listening to his effects its easy to see how much they would add to a gaming session, especially when it comes to immersing your players in the game world. Listen for yourself — here are some samples of Giorgio’s sound effects (all direct links to MP3s):
Walking through a field (complete with birds and a wagon going by)
Sentry turret showdown (shades of Aliens)
A classic demonic voice
Ambient background: aboard a wrecked space station (awesome!)
The stone gargoyle awakens
Want Giorgio to design a set of custom sound effects for your next session? Read on!
Win Stuff!
Gnome Stew is giving you a chance to win three custom sound effect packages courtesy of PaPeRoTTo and World oF Twilights Studio:
1st Prize: 2 scenes featuring 5 layers, 1 scene with 3 layers, 2 SFX and 2 adjustments.
2nd Prize: 1 scene with 5 layers, 1 scene with 3 layers, 2 SFX and 2 adjustments.
3rd Prize: 1 scene with 5 layers, 1 SFX and 1 adjustment.
I’m not a sound engineer, so I asked Giorgio to spell all that out for me. Here’s what each of those terms means:
Scene: A sound file with multiple elements — for example, running footsteps on a metal floor, the heavy breathing of the runners, the rumble of the boulder they’re running away from, a villain’s cackling laughter and the clanking of machinery in the background.
Layer: One sound element within a scene. The example above includes five layers.
SFX: A simple, reusable sound “unit,” like the crackle of a fireball or the rattle of machine gun fire.
Adjustment: A change made to any of the above. Want louder fire for your fireball, or a deeper laugh for the villain? That’s an adjustment.
Full details:
www.gnomestew.com/gnome-gnews/gnome-stews-first-contest-win-custom-sound-effects-for-your-game
Last week I promised that the prizes would be surprising. We’ve never seen a contest like this one on any other gaming site, and we’re thrilled to be able to offer something this unique to our readers.
World oF Twilights Studio
Gnome Stew reader PaPeRoTTo (Giorgio Vezzini in the real world) is a sound engineer who creates custom sound effects for his own game, and he recently started a company, World oF Twilights Studio, to do the same thing for your games.
Giorgio does great work, and listening to his effects its easy to see how much they would add to a gaming session, especially when it comes to immersing your players in the game world. Listen for yourself — here are some samples of Giorgio’s sound effects (all direct links to MP3s):
Walking through a field (complete with birds and a wagon going by)
Sentry turret showdown (shades of Aliens)
A classic demonic voice
Ambient background: aboard a wrecked space station (awesome!)
The stone gargoyle awakens
Want Giorgio to design a set of custom sound effects for your next session? Read on!
Win Stuff!
Gnome Stew is giving you a chance to win three custom sound effect packages courtesy of PaPeRoTTo and World oF Twilights Studio:
1st Prize: 2 scenes featuring 5 layers, 1 scene with 3 layers, 2 SFX and 2 adjustments.
2nd Prize: 1 scene with 5 layers, 1 scene with 3 layers, 2 SFX and 2 adjustments.
3rd Prize: 1 scene with 5 layers, 1 SFX and 1 adjustment.
I’m not a sound engineer, so I asked Giorgio to spell all that out for me. Here’s what each of those terms means:
Scene: A sound file with multiple elements — for example, running footsteps on a metal floor, the heavy breathing of the runners, the rumble of the boulder they’re running away from, a villain’s cackling laughter and the clanking of machinery in the background.
Layer: One sound element within a scene. The example above includes five layers.
SFX: A simple, reusable sound “unit,” like the crackle of a fireball or the rattle of machine gun fire.
Adjustment: A change made to any of the above. Want louder fire for your fireball, or a deeper laugh for the villain? That’s an adjustment.
Full details:
www.gnomestew.com/gnome-gnews/gnome-stews-first-contest-win-custom-sound-effects-for-your-game