After using Nuendo other systems feel like I'm wearing boxing gloves when operating them
7. How is game sound design different from other fields of audio production?
Game sound design has to deal with non-linear game event driven audio. The audio engine has to be able to modulate the audio data in realtime based on physics, animation, game states and other unpredictable attributes. When designing sound for game playback you have to build the sounds in layers that can be combined and and composited on the fly providing the needed variety but still being appropriate to the event triggered. The method of audio playback influences and informs how the sounds should be designed and put together.
8. What features would you like to see in future versions of Nuendo, to better optimize it for use in the games industry?
There are a couple of things that would help.
1. Being able to select multiple named edits on the edit tracks and bounce them all out as individual named audio files at once.
2. Being able to describe an edit session as a text or xml file. This would make it easier to reference the edits and their layering in our in-house dev tools as needed.
9. Do you use any other Steinberg applications or instruments, such as Cubase or Wavelab?
Halion, V-Stack
10. Any words of wisdom for people wanting to get into the sound for Video Games?
First you have to be an ace at the linear audio arts (film post/mix, music production/editing). These skills are directly transferable. You then have to be able to think in a non linear manner. When thinking about audio for a game play moment or feature you have to break the task down into a method(s) that can be driven from the game engine. There is both a creative and technical side to game audio. Even though you can lean more to one side of the line or the other, you still need to understand both. Experience in audio systems like Reactor or Max MSP definitely help. Also there are free commercial game audio engines you can down and work out with like FMOD or Wwise that are now available for you to get a taste of what it's like to work in a game audio development environment.