How did dSonic start as a sound effects company?
I worked at Looking Glass studios for about six years where I did the audio on titles such as System Shock 2 and the Thief series. From that experience, I learned the importance of implementation as part of the process of creating sound and music for games. When Looking Glass sadly had to close its doors in 2000, my brother Simon and I started talking about forming a company that created audio specifically for game engines, our area of expertise. We knew that as games continued to grow in size and content, there would be a need for companies such as ours, with an audio team that could handle not only creating music and sound, but how to do it in a way that would translate seamlessly into the game environment. When did dSonic’s big break come and how did it happen? I don’t think you could say we’ve had a big break and we’re always thinking so far ahead each step feels more like something we planned rather than an overwhelming surprise. However one highlight that comes to mind is the Ada