Nemisindo: Procedural vs. Recorded?
An introduction to how procedural and recorded approaches differ when creating sound for interactive experiences.
Read on Medium (opens in a new tab)An introduction to how procedural and recorded approaches differ when creating sound for interactive experiences.
Read on Medium (opens in a new tab)A short recap of Nemisindo’s 2025 demonstration at Queen Mary University of London’s Night of Science and Engineering.
Read on Medium (opens in a new tab)A look at a minigame that uses procedural audio as part of its play and listening experience.
Read on Sound & Design (opens in a new tab)An exploration of the challenges involved in building responsive engine and motor sound for games.
Read on Sound & Design (opens in a new tab)An overview of the ideas behind a procedural collection of environmental sounds for Unreal Engine.
Read on Medium (opens in a new tab)A discussion of what makes footsteps difficult to vary and adapt convincingly in interactive work.
Read on Sound & Design (opens in a new tab)A look at the design goals behind Nemisindo’s Adaptive Footsteps work for Unreal Engine.
Read on Sound & Design (opens in a new tab)An announcement from the archive introducing Nemisindo’s early procedural-audio plug-in work for Unreal Engine.
Read on Sound & Design (opens in a new tab)A research note on scream detection, acoustic roughness, and why screams attract attention.
Read on Sound & Design (opens in a new tab)An explanation of the audible cues that can make hot and cold water sound different.
Read on Sound & Design (opens in a new tab)