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About Us
Audiobreather is two graduates aiming to bring our extensive and varied experience and knowledge from previous projects to the realms of sound implementation into games.


How the Acoustics of Rainbow 6: Siege X Affects Player Directionality
Rainbow 6: Siege X (R6) started its life as a realistic house clearing game, but has slowly shifted over the years to become a competitive shooter. This drive for realism combined with the necessity for accuracy required in a competitive environment has produced an interestingly complex soundscape, composed of sound nodules, ray tracing, and carefully mastered acoustics. These are further complicated by the fact that siege has realistic destruction mechanics as well, where r
Fae Blade
Oct 274 min read


How to Make Immersive Dialogue, feat. Kingdoms of Amalur: Reckoning
Coomans and Timmermans (1997) describe immersion as “a feeling of being deeply engaged where people enter a make-believe world as if it is real”. When dealing with huge open world systems involving make belief cultures and races a fundamental part of this, sometimes overlooked, is the use of different accents and dialects. A perfect case study of this being utilised is Kingdoms of Amalur: Reckoning (KOAR). Developed by Big Huge Games, KOAR takes place in the titular Amalur,

Callum Steele
Oct 214 min read


Procedural Sound: The Split Between Cost & Creativity
"The creation of sound in real time, using synthesis techniques such as physical modelling, with deep links into game systems" (Paul...

Callum Steele
Oct 88 min read


The use of sound to communicate difficulty in S.T.A.L.K.E.R.
A world I have been fascinated by since it's violent induction into my mind has been that of the S.T.A.L.K.E.R. franchise by GSC. Based...
Fae Blade
Sep 295 min read


We are Audiobreather
We are Gideon and Callum, two college graduates looking to further our knowledge of sound implementation into games, bringing experience, techniques, and software from previous projects.

Callum Steele
Sep 252 min read
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