March 24, 2016

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Show Notes

Today’s podcast features a new co-host: Cam Britton – Sound Designer at Ubisoft Toronto. We start by discussing his history and how he got into the ‘biz. Studying composing and arranging in school, Cam earned his chops in ‘romantic’ (but mostly in the summertime) Montreal, and New York City.

Moving back to the Tdot (he doesn’t call it that, but I will) he joined Ubisoft Toronto’s office (just down the street from where he was living at the time) as one of the first employees in 2011. Cam shares with us how he worked his way up to where he is now, starting in QA. We both agreed that this experience can provide a strong understanding of the actual work that the different disciplines do in making a game.

Cam explains his process of creating different types of sound: ambience, gameplay sound, and even foley. He also goes into detail about his work on the hidden blade in Assassin’s Creed Unity: what worked, what didn’t, and how he got to what is in the game today.

Cam and I also discuss the changing roles of the sound designer in the video game industry, how technical knowledge is important, the differences between audio engines and game engines, and how his role differs greatly from the film and television industries, even if the titles are similar.

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Cameron Britton
Guest on this podcast: Cameron Britton

Cameron Britton is a sound designer at Ubisoft Toronto, and has worked on some of the company's biggest brands, including Splinter Cell, Assassin's Creed and Far Cry. He also composes, plays music, and teaches Game Audio at the Harris Institute.