Spilprisen 2015
“Spilprisen”, the Danish Producers Association’s award for games, has got a new category this year, which is “Best Sound Design”, and it happened to be so that two of the five nominated games this year were made by Press Play, and thereby with sound design by me! These were “Kalimba” and “Tentacles – Enter the Mind“. Unfortunately, I will also have to confess that none of them won…Kalimba update
The very great game “Kalimba”, (which happens to be sound designed by me!) has previously only been available on XBOX ONE, but will be out on Steam PC tomorrow. You will also be able to download a new title update that will include two new game modes. Llama mode allows up to six local players to take turns competing in a speed run to see who can make the highest score. Puma mode will allow you to race the ghost of your friends (on Xbox LIVE) or the AI in order to climb the leaderboards for any of the 30 levels. This update will be free and available to anyone who owns the game. In addition to the update, two new DLC packs will also be arriving. “Dark Void” will add 10 additional single player levels and “Co-Optimistic” will feature 10 new co-op levels. It’s also worth mentioning that the game was recently BAFTA-nominated in the category “Best New Original Property” (but was beaten by “Valiant Hearts”) Take a look at the video above, to see how much fun and anger the game brings to people!!
Video about the audio design in “MAX”
This video was produced by Microsoft Studios for the launch of “Max – the Curse of Brotherhood” for XBOX ONE. It’s about the music and audio design, and it stars composer and audio programmer Asger Strandby, and myself.
A Royal Affair – Behind the sounds
This rather homemade video shows a little about what we did to create the sound effects for Copenhagen anno 1766 in “A Royal Affair”. Even though the film is historical, we wanted it to sound “modern” and noisy. But since there are no big cities around to record, without cars or other modern noise-polution, we had to create it ourselves. It took us three people and a lot of props to make this noise, that we then doubled many times in the final film, thereby creating this subtle “wall of noise” that is heard (but probably not noticed) throughout the film.