Need for Speed: Heat

banner

Dynamedion provides car sound recordings for
"Need for Speed: Heat" by "Electronic Arts / Ghost Games"

The most famous arcade racing game “Need for Speed” is back with its new title “Heat” published by Electronic Arts, which surprises with new sound customizations never seen before in any racing game. We had the honor to record six cars for the developer “Ghost Games”. Ranging from the brand-new hybrid BMW, over vintage and modern Ferraris to a brutal Lamborghini. Besides that we licensed three existing recordings from our vehicle catalogue.

Project: Need for Speed: Heat

Client: Electronic Arts / Ghost Games

We Did: Sourcing & Recording • Licensing of existing recordings

We love to record cars and have done so numerous times. Getting the opportunity to source, record and license different vehicles for the highly acclaimed video game series Need for Speed makes us really proud – to say the least. In total four of our recordists – Patrice Börding, Severin Schwarz, Benjamin Drumeaux and Frederic Schmidt – where involved in capturing these cars:

 

Which Cars Did We Record?

BMW M5 (F90)

BMW i8

BMW Z4 M40i

Ferrari Testarossa

Ferrari 488GTB Spider

Lamborghini Huracan Performante Spyder 2018

 

Which Cars Did We License?

Nissan GT-R R35

Lamborghini Countach

BMW S1000RR

One of the biggest joys of our recordists is of course to co-drive in such extreme sportive cars. See a short impression of the joy ride in the Ferrari 488 GTB below:

DISCOVER OUR SERVICES

Hitman 2

Hitman 2 Agent 47 Silencer Dynamedion

Dynamedion Backs Up Agent 47 With Additional Music Composition

Project: Hitman 2

Client: IO Interactive

We Did: additional music composition

 

Dynamedion worked collaboratively with IO Interactive for their newest member of the Hitman series: Hitman 2. The seventh entry of the video game series continues where Hitman left off in 2016 and features a new cooperative multiplayer mode titled Sniper Assassin. Dynamedion now proudly announces its participation in additional music composition.

After contributing to Hitman (2016) and Hitman Absolution, Dynamedion now added to the most recent release of the popular stealth video game series. In total, half a dozen of Dynamedion’s composers worked industriously in additional music composition.

Our Senior Sound Designer and Project Manager Felix Diekhake gave us some insight into the project:

“We did custom diegetic for several scenes. After Hitman kept us busy with Italian Pop, Moroccan Hip Hop, Dub, A Virtual Band (The Class) and Swedish Baroque music, we now had the pleasure to delve into Dance Music, Kitschy Synth Pop, Indian Bollywood music and Cumbia.


The latter was a little challenging, as the music needed to be fit a scene where a live band is frequently interrupted – we delivered several stems, transitions and stops so the IOI team had enough material to create an interactive live experience.

As usual, the briefings and references from IOI were concise and to the point – and their choice of music challenging and fun.

The music was composed by Matthias Wolf, Armin Haas, Marvin Hartmann, Björn Obermann-Berger and Severin Schwarz. Hindi lyrics and Vocals were written and performed by Atif Afzal.”

Felix Diekhake

team_fdi

Are you interested in working together with our team for your next project? Contact us, we’re looking forward to creating an extraordinary music and sound experience together with you.

 

DISCOVER OUR SERVICES

Mortal Kombat 11

MK11_Dynamedion_Feature_Image

Dynamedion composes in-game fight music for Mortal Kombat 11 by NetherRealm Studios

Project: Mortal Kombat 11

Client: NetherRealm Studios

We Did: music composition

Dynamedion and NetherRealm Studios collaborated once again after the great success of past projects, such as Mortal Kombat X or Injustice 2. The newest addition of the long-running fighting game series Mortal Kombat 11 comes with music written by three of Dynamedion’s composers. Matthias Wolf and Armin Haas, headed by Tilman Sillescu, created a hybrid variety of styles supporting the game’s atmosphere. As the setting of each individual level changes, so does the musical flair, ranging from a Nordic Viking style over Arabic styles and even futuristic sounds to industrial elements. In the end they are all tied together by their modern synthetic sounds, grounded by winds and strings combined with guitars, heavy drums, and ethnic elements.

Our composers Armin and Matthias kindly gave some insights in the creative procedure and summarized the project:

“Each level consists of three rounds, all in the same musical style, but with an increasing intensity. In preparation for the project, Matthias and I listened to the tracks we had made for Mortal Kombat X to get back into the mood and discussed possible improvements. NetherRealm Studios provided footage of finished levels and sometimes only screenshots of settings that needed to be set to music. We then had to work out a proposal for the first round. After its approval we made a full 50-60 second version of the song and started working on the next round. Before we went on to a next level, we had to finish segments such as intros, breaks, finishes, and endings.”

Armin Haas

team_aha_small

“It was an unusual challenge to work with the significant ethnic sounds of each level. The goal was to always be aware of the level you are in but remain only be a short musical loop to musically visualize that level. Also, rhythms and schemes should not be too repetitive to keep up the energetic, but distinct fighting atmosphere.
Altogether, NetherRealm Studios were a benevolent and appreciative client. They were really pleased with our work and we hardly had to do any reworks.”

Matthias Wolf

team_mwo

Are you interested in working together with our team for your next project? Contact us, we’re looking forward to creating an extraordinary music and sound experience together with you.

 

DISCOVER OUR SERVICES

ANNO 1800

ac8c7b14644ae648ce63dea861253b58a48b35d4

Dynamedion composes full in-game soundtrack including live orchestra recordings for the upcoming ANNO 1800 by Ubisoft/Blue Byte

Project: ANNO 1800

Client: Ubisoft / Blue Byte

We Did: music composition, live orchestra recordings, soloist recordings

 

Dynamedion proudly supplies the full in-game soundtrack for the 7th part of the popular city building video game ANNO 1800, developed by Blue Byte and published by Ubisoft. After many successful collaborations with the series, Dynamedion once again created the soundtrack for the widespread real-time strategy game with a broad-based and experienced team.

 

You can get an idea of the amount of work Dynamedion has invested in this project by looking at the ANNO 1800 – Dynamedion Credit List:

Composer: Tilman Sillescu, Alex Roeder, Jochen Flach, Matthias Wolf, Armin Haas, Steffen Brinkmann

Creative Director Dynamedion: Tilman Sillescu

Orchestrator: David Christiansen

Orchestral Recording Session Frankfurt/Oder: Brandenburgisches Staatsorchester @ C.P.E. Bach Konzerthalle

Conductor: Bernd Ruf

Session Producer: David Christiansen

Recording Producer & Mixing Engineer: Holger Busse @ GENUIN recording group

Recording & Editing Engineer: Lisa Harnest @ GENUIN recording group

String Recording Session Budapest: Budapest Symphonic Scoring Orchestra recorded @ Hungarian Radio Station

Conductor: Peter Pejtsik

Session Producer: David Christiansen

Recording Engineer: Miklos Lukacs

Pro Tools Engineer: Gabor Bucko

Editing & Mixing Engineer: Christian Wirtz

Featured Vocalists: Birgit Auweiler, José Wolf

Solo Violin: Csongor Veer, Balazs Bujtor, recorded @ TomTom Studio

Solo Cello: Peter Hary, recorded @ TomTom Studio

Solo Bandoneon: Jörg Kinzius, recorded @ Simon Rahm Studio Düsseldorf

Dirk Riegert, Creative Director at Ubisoft:

„1701, 1404, 2070, 2205 and now 1800. Dynamedion and ANNO, they just belong together! The whole team around Tilman once again did an exceptional work and outstandingly supported us to bring the 19th century to blooming life! “

Alexander Röder, Lead Composer of Dynamedion:

„The musical work for ANNO 1800 has been very relaxing and creative. Ubisoft has had a clear vision and great ideas how the world of ANNO 1800 should sound. They supported us constructively and benevolently during the creative production. Altogether a very pleasant collaboration. “

Are you interested in working together with our team for your next project? Contact us, we’re looking forward to creating an extraordinary music and sound experience together with you.

 

DISCOVER OUR SERVICES

Monster Energy Supercross – The Official Videogame with sound recordings and sound effect post production by Dynamedion

Dirt bike sound recordings by Dynamedion.

3e77a228bf870fede50878883cddcfaf

Italian racing specialist Milestone  has released Monster Energy Supercross – The Official Videogame with sound recordings and sound effect post production by Dynamedion.

Monster Energy Supercross  is the official game of the AMA (American Motorcyclist Association) Supercross Championship sponsored by Monster Energy and available on PlayStation 4, Xbox One and PC.

We had the great pleasure to be part of this ultimate Supercross experience and did some dirt bike recordings in South Africa. We have recorded a total of 10 dirt bikes for the game and worked on its post production.

PBO_4_Final

“I received the raw multichannel recordings from our recordist and sound designer Tristan Horton in South Africa and started by editing and cleaning them. For the integration they used REV by Crankcase Audio so I prepared the ramps and idle loops. After that I began with mixing and tweaking the sound for the different perspectives; engine and exhaust and a mixture of both. Finally all sounds are going through the mastering process to control the loudness and make some last adjustments. I played the game myself and listening to the sounds in the finished game is really cool! I am very satisfied with the result.”


Patrice Börding

(Project Manager / Sound Designer)

Enjoy watching the Launch Trailer!

You are also interested in field recording? Check out our services and tell us more about your project!

Extreme racing game Gravel with sound recordings and sound effect post production by Dynamedion

Get a glimpse behind the scenes of the vehicle sound recordings of Gravel.

gravel-v1-508906

Italian racing specialist Milestone  (best known for its MotoGP™ and MXGP and previous home of the WRC Rally Championship Series) has released its off-road racer Gravel with sound recordings and sound effect post production by Dynamedion.

We had the great pleasure to be part of this ultimate off-road experience and did some car recordings together with the audio department of Milestone in Italy.

We would like to show you some exclusive behind the scenes material of our recording sessions.

Enjoy watching Gravel’s Launch Trailer!

You are also interested in field recording? Check out our services and tell us more about your project!

Maple Blitz X

Dynamedion carried out the orchestra recordings and arranged the orchestral video shoot in the beautiful city of Prague for Nexon’s „Maple Blitz X – The Story Of The Wind“.

featurembx

NEXON has released Maple Blitz X – a strategy card game based on the world of the popular MMORPG “MapleStory” with live orchestra recordings and organization of the orchestral video shoot by Dynamedion.

The music video of the recently released title song “The Story of the Wind” is a video showing the beautiful landscape and orchestra of the Czech Republic in Prague. Enjoy watching the video!

You are also interested in live orchestra recordings? Check out our services and tell us more about your project!

 

New Release | Turbine

Our friends over at BOOM Library released their first sound design plug-in TURBINE.

BOOM-Interactive-Turbine-plugin

Over the last 4 years of intense research and development BOOM Library shaped a breakthrough software tool that revolutionizes the way of sound design.

TURBINE is a sound design plug-in that gives you access to a wide range of authentic virtual engines based on their real-world counterparts. You can change and automate all parameters in real-time, giving you full control over the final result.

Over 50 presets give you the power to manufacture entirely new sounds, such as whooshes, pressure releases, robotics, sirens, musical FX, sci-fi elements, futuristic engines, home appliances, electric tools, flame bursts and more.

Go far beyond engine sounds and use TURBINE for: WHOOSHES / PRESSURE RELEASES / ROBOTICS / SIRENS / MUSICAL FX / SCI-FI ELEMENTS / FUTURISTIC ENGINES / HOME APPLIANCES / ELECTRIC TOOLS / FLAME BURSTS and more

Enjoy watching the trailer!

BOOM-Interactive-Turbine-plugin

DISCOUNT

Make sure to order TURBINE until January 16th to benefit from the discount!

*Please note: Turbine requires iLok 2 or 3

 

PLAYERUNKNOWN’S BATTLEGROUNDS

Get some insights in our vehicle sound recording work for “PLAYERUNKNOWN’S BATTLEGROUNDS”.

visual_mainasdfsadf

PUBG Corporation released the brand new last-man-standing battle game “PLAYERUNKNOWN’S BATTLEGROUNDS” with vehicle sourcing, recording, editing, mixing & mastering by Dynamedion.

For the past months, “PLAYERUNKNOWN’S BATTLEGROUNDS” has taken Steam by storm and has already sold over 2.8 million copies on Steam. The principle is simple: Up to 100 players parachute out of an airplane onto an island where they must immediately arm themselves with any weapons they can scavenge from its abandoned towns, factories and military bases. The aim of the game is simply to survive, which is exactly what makes it so appealing.

We’re delighted to be part of this highly successful online survival game. Read on as our sound designer and project manager Patrice Börding reveals some insights:

PBO_4_Final

WHAT WAS THE EXACT TASK AND AIM OF THIS PROJECT?

“Our task was to find the vehicles (sourcing), record them (recording) and create the final sounds (post production incl. mixing & mastering). Our aim: to create as realistic and detailed sounds of the original vehicles as possible.”

 

HOW DID YOU APPROACH THE MATTER?

“First of all, I tried to gather as much information as possible about the vehicles I was looking for and watch videos on the internet. This makes sourcing easier (especially in forums) and I get to know how the vehicles should sound. Then I reserved the dates for the acoustically optimized testing site and started looking for the vehicles. I first asked in our own network and then searched for vehicle owners on the internet, in forums and so on.”

 

WHICH CHALLENGES HAD TO BE MASTERED?

“The most difficult thing is always to get all the vehicles together in the same place at the same time. So in this case to get 7 vehicles organized on two consecutive days in a suitable order.”

 

HOW DID THE RECORDINGS GO?

“The recordings went well, except for one small mishap. With the Renault R12, fluid suddenly leaked out and we had to interrupt the recording. Fortunately, only the lid of the cooling water had risen. Otherwise, everything went without a hitch.”

 

WHAT WAS SO SPECIAL ABOUT THIS PROJECT?

“Some of the vehicles requested for this project were very special. For example the van, the UAZ and the Dacia have an older year of construction and are therefore not driven as much and are more difficult to find. The military truck and the buggy are also not everyday vehicles. But working with these vehicles was very relaxed. One of the reasons for this was the fact that they had virtually no electronics installed and therefore there were no problems with the roller (dyno) on the test bench. For example, more modern vehicles notice directly that they do not drive on normal roads, so that warning signals sound or even make the vehicle stop. The older models don’t really care in that regard.”

 

ARE YOU SATISFIED WITH THE RESULT?

“Yes, very much so. It is always exciting how the recorded vehicle sounds will sound in the game. REV from Crankcase Audio is an incredibly good tool for integrating engine sounds into games. However, the result of granular synthesis depends on the audio material and therefore the synthesis works better for some vehicles and worse for others. Fortunately, this time there were no problems and all vehicles sound great.”

 

ARE THERE ANY FUN FACTS TO REPORT? 🙂

The van was anything but in its original condition (i.e. old and slow). The car was extremely tuned and had a brute sound with a lot of backfire from the exhaust. The UAZ 469 still had the original tires on it, which were about 39 years old. We’ve been a little worried about that, but apparently these things are indestructible.”

 


Patrice Börding

Just check out the vehicle sound recording video and see Patrice Börding, Benjamin Drumeaux and Florian Weichelt at work:

You also need some sound recordings for your next project?
Take a look at our different services:

Zoo Tycoon: Ultimate Animal Collection

Zoo Tycoon: Ultimate Animal Collection with Ingame sound design, music composition and live instrument recordings by Dynamedion.

zoo_tycoon

Microsoft has released the business simulation video game Zoo Tycoon: Ultimate Animal Collection – a brand new game in the Zoo Tycoon series with Ingame sound design, music composition and live instrument recordings by Dynamedion. Let your imagination run wild, build your ultimate zoo and enjoy improved graphics as well as new animals such as kangaroos, koalas, and mountain lions.
Zoo Tycoon: Ultimate Animal Collection was launched for Xbox One and PC on October 31st, 2017.

Enjoy watching the trailer!

You are also interested in sound design, music composition or live orchestra recordings? Check out our services and tell us more about your project!