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Martin Stig Andersen ๐Ÿ”œ GDC
@martinstigand
Composer and Audio Director - Back 4 Blood, Control, Tomb Raider, Wolfenstein II, INSIDE, LIMBO
Copenhagenmartinstigandersen.comJoined June 2016

Martin Stig Andersen ๐Ÿ”œ GDCโ€™s Tweets

Really looking forward to catching up with folks at GDC next week! Iโ€™ll be roaming the audio talks and expo etc, happy to chat and learn about whatโ€™s going on in the world of game audio โœŒ๏ธ
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Excited to share that I'm featured on the Indie Game Intl podcast, talking about the space between music and sound design, and much more ๐Ÿ‘‚
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spoti.fi/3Zroh4m Martin Stig Andersen @martinstigand joins IGI to discuss LIMBO, INSIDE by @Playdead & more! @machinegames @remedygames @TurtleRock More links below ๐Ÿ‘‡๐Ÿฝ #GameAudio #gamedev #gamedevadvice #composer #indiegame #indiegames #indiegamedev #gamedevelopment
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Great answer though ๐Ÿ˜…๐Ÿ™
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Iโ€™ve been working in game audio for 14 years, and i have plenty to say about what makes audio good, and games with sound that blow me away, but every time someone asks me for a game I think has good audio I just blank out and goโ€ฆ uhhhhhhโ€ฆ and then blurt out โ€œInside!โ€
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I had a really hyggelig time geeking out with my friends at the Game Audio Hour podcast โค๏ธ๐Ÿ•น๏ธ๐Ÿ”Š
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Again, a new ep of the GAH is here! Again, it's not just @vincentdiamante @protracker and @madbardmike! This time we are joined by acclaimed sound designer @martinstigand as he responds to our host collective's questions and ruminations on #gameaudio! anchor.fm/gameaudiohour/
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ICO, Flower, The Last Guardian, INSIDE, LIMBO, Oriโ€ฆ There are so many amazing narratives without the need for spoken word. Never mistake a lack of something traditional in film or TV as โ€œlesserโ€, these games have pushed what games can be.
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we have gripped so tightly to long held beliefs of what story/narrative is shaped by experiences with books/movies/TV. they ARE the blueprints of how narrative/story must be delivered. but games are relatively new, so stay tuned. we hope to help move the needle TO change that.
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Marty Stratton, Studio Director, lied about Eternal's OST events in a Reddit post that used disinformation to blame me entirely for its failure Later, he offered me a six-figure sum to never speak about it The truth is more important.
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Brilliant demo reel from who worked with me on several projects including Wolfenstein TNC, Control and Back 4 Blood โค๏ธ
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During the summer holidays I attended the School of Video Game Audio. Here is my final Wwise sound design demo reel ! A huge thank you to @SchoolGameAudio Full version : youtu.be/GqrCBm48wxU
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Iโ€™ve been following the development of this new title from and since the very beginning, and I can testify that a beautiful and utterly mind-boggling experience is coming your way!
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We're happy to reveal COCOON (@PlayCocoon) from @GeometricInt! Coming to Xbox, Nintendo Switch, and Steam in 2023. Wishlist now on Steam // bit.ly/CocoonSteam_TW
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Always makes me sad when I hear music implementation described as a technical task. It is as creative as composition, and when game music is done right, composition and implementation are inseparable.
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With a great attitude comes great sounds. is a one of a kind sound inventor that Iโ€™ve been fortunate to work with on multiple projects. I hope someone will develop a game for her award winning "Kind Creature" SFX that you'll hear in this podcast!
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Today on The SoundGirls Podcast is Katrine Amsler a Danish composer, musician, producer, instrument builder and sound artist based in Copenhagen. Check out all episodes here soundgirls.org/the-soundgirls
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Lots of great #gameaudio insights shared in this episode!
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New Eps today! @markkilborn talks w Forza Horizon 5 Audio Lead, Fraser Strachan. Deep details of recording hundreds of cars & implementation in the game. Also ambiances, the acoustic system, & how to mix w/ car engines roaring at all times. Listen here: tonebenderspodcast.com/184-forza-hori
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