This is a sampling of some of the computer games whose sounds are created using Kyma...
Cataclysmic
07 Dec 2010 —
Mike Johnson made extensive use of Kyma in his sound design work for
Blizzard Entertainment's latest
World of WarCraft expansion,
Cataclysm as well as on another release earlier this year:
Starcraft II. For
Cataclysm, Johnson used Kyma to create hybrid vocalizations for several of the new creatures that now populate the world of Azeroth. Creatures with names such as
Rock Demon,
Fire Dragon,
Slime Creature,
Rock Worm,
Stone Golem and
Wood Creature were created by taking various human and animal vocalizations and warping them with fire, rock, and other elemental forces to visceral, terrifyingly effect. According to Johnson, "I couldn't have done it without my Kyma system."
more...
The Raven Faction
25 Jan 2010 —
Sascha Dikiciyan has just released the soundtrack for the
Raven Faction in the Sony game called
MAG (the Massive Action Game on the PS3); he used Kyma to treat
the theme remix. Read the interview at
gameinformer and download the music from iTunes.
more...
Bellringer and Radium
24 Jan 2010 —
Helen Bellringer used Kyma to create the sounds for the
Blockee iPod/iPhone game as part of her internship at Radium and is about to begin her fourth year of studies in Creative Music Technology at the Royal Welsh College of Music and Drama:
more...
[PROTOTYPE] Humming
09 Jun 2009 — Composer
Sascha Dikiciyan is interviewed in
Fangoria about his score for
[PROTOTYPE], the new Activision game based in a post-viral-infected New York City. Balancing the orchestral and cinematic with dark ambient electronics, Sascha and composing-partner Cris Velasco create a darkly brooding and frightening world. In the interview, Sascha describes how he used Kyma to create an intense feeling of tension using low frequency, almost naseau-inducing humming sound clouds for New Order and other themes throughout the game.
more...
InFAMOUS for Sucker Punch
26 May 2009 —
Mike Johnson completed the audio post production for the cinematics for the new PS3 exclusive game
InFAMOUS for Sucker Punch. Kyma emerged as the main processor for creating all of the electrical sound effects for the main character, Cole McGrath. Johnson explains that there aren't a lot of CD libraries with great sounding electrical effects to draw from, so one has to create and/or record their own custom sounds. For
InFAMOUS he recorded Styrofoam rubs, squeaks, and scrapes that he then pitched, reordered, and granulated with Kyma to create a whole new palette of custom electrical sound effects.
more...
Lawnmower mouth
23 Dec 2007 — In an interview with
GameZone, sound designer/composer Kemal Amarasingham describes how he used a lawnmower and Kyma's REResonator to create animalistic animalistic language for
Mage Knight Apocalypse. As Kemal puts it, ""We believe that when audio, visuals and gameplay are all tied into one another that all three become much stronger." For the full interview, see
GameZone.
more...
Irrational BioShock
21 Aug 2007 —
Kemal Amarasingham, creative director at
dSonic, used Kyma to generate ambient sounds and process voices for
Irrational Games (now 2k Boston), new title:
BioShock. dSonic was responsible for all the voice processing on the audio logs, radios, PA announcements, TVs etc., as well creating the sound effects for the plasmid weapons and ambient sounds for 5 of the levels in the game.
more...
Spidey sounds
30 May 2007 — In May,
Treyarch released its
Spiderman-III game, featuring an original musical score with Kyma processing by
Tobias Enhus and Kyma-assisted sound design by
Brian Fredrickson.
more...
God of War
16 May 2007 —
Mike Johnson, Audio Post Production Manager at
Sony SCEA, utilized his Kyma system on the
God of War II video game project for
Playstation 2. According to Johnson, Kyma "gave me a creative edge in creating god-like vocals, electrical effects, and other-worldly surround ambiences. The granular functionality of the system allowed me the freedom to experiment with and abuse audio while always generating useful results."
more...
Dark Messiah of Might and Magic
08 Dec 2006 — Composer
Sascha Dikiciyan was featured in an online article describing the powerful hybrid live-orchestra/industrial score he composed with Cris Velasco for Ubisoft's
Dark Messiah of Might and Magic. Using everything from metal chains to complex Kyma-generated atmospheres, Dikiciyan created custom sound design and electronic elements to be layered in with Velasco's symphony orchestra plus Sanskrit-singing choir. An official soundtrack of the game is to be released as part of the collector's edition. For more details, see
http://www.myth-games.com/news1923.htm more...
Tocsins and Splinters
01 Sep 2006 —
Sascha Dikiciyan made use of Kyma in his music for the new
SPlinter Cell 4 videogame for
Ubisoft. He has also been using it for some of his remix work under the name of Toksin on remixes of BT, deepsky, Destiny's Child and others. For examples visit
http://www.toksin.com or
http://www.myspace.com/toksin.
more...
Path of Neo
14 Oct 2005 — Composer
Tobias Enhus has just finished scoring
The Matrix: Path of Neo game for
Atari. In conjunction with the game's release, Warner Brothers will release a soundtrack album and a music video with
Crystal Method superimposed into the game.
more...
Mumbo Jumbo
10 Oct 2005 —
Kemal Amarasingham at
dSonic used Kyma to create some of the music and sound effects for Mumbo Jumbo's
Luxor , a small game that is breaking big records as the fastest selling downloadable game ever (over 1 million downloads so far).
more...
Creepy ambiences
20 Sep 2005 —
Kemal and Simon Amarasingham at
dSonic are using Kyma to generate ambient soundscapes for an upcoming
UbiSoft release entitled
Dark Messiah of Might & Magic, under development by
Arkane Studios and scheduled for release in summer 2006.
Dark Messiah of Might & Magic allows players to immerse themselves in the legendary Might and Magic universe through character animation, advanced AI, real-world physics, shader-based rendering, and what the Amarasingham brothers describe as their "most creepy ambient sounds yet!"
dSonic also used Kyma to create adaptive music, sound effects and ambient soundscapes for Creative Lab's new X-fi soundcards, showcasing Creative Lab's game audio engine ISACT. dSonic's work will be used in a patch for
Unreal Tournament 2004 that gives the player feedback and some very cool real-time surround effects.
more...
Entertainment overload
18 May 2005 —
Simon and
Kemal Amarasingham at
dSonic had a hand in several new products that were demonstrated at the
2005 E3 Entertainment Expo and Conference May 18-20 in Los Angeles. Kyma-generated monster sounds can be heard in Bethesda's
The Elder Scrolls IV: Oblivion, and Kyma can also be heard in two yet-to-be-announced Namco titles, and a new title shown at Ubisoft's pavilion.
more...
God of War
01 Feb 2005 — Kyma used to make Greek Mythology creatures & magic spells come to life.
more...
Zoo Tycoon 2
30 Apr 2004 —
dSonic has just completed the creation of the music and sound FX for
Zoo Tycoon 2, the sequel to one of Microsoft's biggest selling PC titles. It will be on display at Microsoft's booth at E3 in May (
http://www.e3expo.com). Sound designers Kemal and
Simon Amarasingham used Kyma for reworking and stretching out the raw animal recordings they were given in order to achieve more variety in the animal sounds.
more...
MechAssault
08 Apr 2003 — Peter Comley and Tawm Perkowski used Kyma for the sound design on the new XBox game,
MechAssault. As one might expect from an action game centered on 40-foot-tall robots, explosions are large and frequent. The game is a near-constant barrage of debris, dirt, and flames being cast about with extreme force. Most of these sounds were created with Foley and recorded sound elements. However, to convey the advanced technology behind the weapons found in the Battletech universe (and the sheer chaos of the explosions) Peter and Tom wanted lots of unusual synthetic elements... so naturally they turned to Kyma.
more...
Trick-or-Treat
15 Jul 1997 — Bill Rust used Kyma to process his own voice saying "Trick or Treat" (in an inimitably demonic way, of course) for a talking Halloween mask he developed for Pragmatic Designs (now Digi-Frame Inc.) in New York.
more...
Quake II
17 Apr 1997 — Sound designer and programmer American McGee of
id Software used Kyma to generate many of the ambient sounds and backgrounds, and some of the alien weapons for
Quake II, a game descended from the famous
Doom.
more...