The Kyma International Sound Symposium is  four inspiring days and nights filled with sound design, ideas, discussions, and music, and it offers a wide range of opportunities to increase your Kyma mastery: from introductory master classes, to hands-on question-and-answer sessions; from thought-provoking presentations, to inspiring concerts and after-hours discussions with new-found friends and colleagues.

This year’s symposium KISS2012 will be on banks of the mighty Mississippi River, September 13-16, organized by St. Cloud State University School of the Arts and Symbolic Sound. The KISS2012 theme, reel time || real time, puts the spotlight on reel time (sound for picture), real time (live performance), and all timescales between, including sound design for games, live cinema, live improvisation ensembles, live performances from a score, sound design for live theatre, live signal generation for speech and hearing research, interactive data sonification, interactive sound art, and more!

 

Sound Designer Nick Peck has been making extensive use of his new Kyma system for the upcoming Activision/Marvel video game X-Men Destiny. “I hadn’t used Kyma in nearly 20 years, and was just blown away by how far it had come since the early days,” said Peck.  He went on to describe how he incorporated Kyma into his workflow on the game:

I was a bit intimidated of working it into my system, since I was knee deep in production. So I started slowly, going through Kyma X Revealed for a few minutes each day. As it turns out, you don’t really have to make complex patches in order to harness Kyma’s amazing processing power. I’ve created foley libraries, morphed dialog, and done tons of real-time sample manipulation by making sounds that only use one or two modules. The key for me is the excellent Kyma Control iPad software. The expressive gestural power of the iPad combined with Kyma fits my approach to sound design like a glove – I can explore to my heart’s content, and when I get a sound dialed in, I just re-record it into Pro Tools against the picture.

 

Cataclysmic

 Game, Release, Sound Design  Comments Off
Dec 072010
 

Sound designer, Mike Johnson made extensive use of Kyma in the sounds for Blizzard Entertainment‘s latest World of  WarCraft expansion,  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 asRock 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.”

© 2012 the eighth nerve Suffusion theme by Sayontan Sinha