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4

Games testing is a really good way of learning about games development processes and realities. Even better if you can land a job as audio tester, you will get to work with the in-house audio tools and be in direct contact with the sound team. I started as a games tester myself and it's been invaluable experience. It's not a guaranteed path to becoming an ...


3

My thinking is: IF you have the means to support yourself for a while, focus solely on audio projects (indie games, post, personal sound design projects) and hold out for the full-on audio gigs. Testing is not a super direct route in. Audio testing maybe. However, if you need to pay bills in the meantime, you could probably do worse than a testing job in ...


3

I got my in through a combination of being a tester and knowing the right people. While I don't think it's necessarily the best way in any more you do gain a lot of knowledge of how development works that you won't learn anywhere else. Overall I always like working with people who have been testers since they know all sides of things. It will also make you ...


2

You should be thinking about the CV perspective of things. Working in game-audio requries you to be competant with audio engines, game engines, audio production, audio glitch hunting/fixing etc. Whilst "Have a passion for gaming" will be on every job-listing you see for permanant vacancies and a role in gaming QA will certainly prove this, "a passion for ...


2

Absolutely yes. I've been testing for half a decade now, the past two years of which have been exclusively audio testing. About 18 months ago I started work as an embedded tester working side-by-side with the audio team at my studio. I got hooked up with a private office and a nice 5.1 system, wedged right in between five audio devs and the audio project ...


1

some of them are inside jokes, like the Wilhelm scream, but mostly it's due to the ubiquity of the Hollywood Edge libraries that everyone uses! Also, pretty sure the "eagle" sound is actually a red-tailed hawk ;)


1

i think there's surely a short delay/reverberator in this sample that provides that weird slapback / small room space(with more than one repeat). Also there's some kind of vocoding going on , Im not sure if the vocoder is on the delayed vocal or on the main vocal with the mix turned way low. Also maybe the vocoder is fed to the short delay. I think if you ...


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Do you know this? Crankcase Audio's REV‎. Look at this : Introduction to REV Video


1

Sounds like a crap way to do it compared to what can be done with proper audio middleware or a programmer who's willing and capable of coding the audio API they're using so that it can do cross-fades and pitch shifting for the car audio. For example FMOD has a car engine example done with looping samples, crossfades and volume curves and pitch shifting. And ...


1

Haven't read all the posts, but I can only presume its the world saying NO. Game testing isn't at all glamorous. And is less to do with playing games, and more about trying to repetitively break them, in the exact same way, writing reports, then doing it again. It's not at all the best way to get a foot in the door, it has worked for some I know, but by the ...


1

I would personally vote for no. Reason for this is simply because game testing has very little to do with game audio production. As a game tester you might get an in-house position or sort of, which COULD in turn allow you to interact with other people in the company e.g. the audio team. However, I really don't see how being a game tester or having the ...


1

You will probably have to do some searching to find an appropriate article or two, but you should check out Game Audio Relevance


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