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Why We Made UBERBASS

Learn more about the story behind UBERBASS, with Axel Rohrbach, who led its development, explaining how it works.
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Tactical Guns: Why It Was Time To Create Another Firearms Library

TACTICAL GUNS features 25 weapons, chosen by who uses them and why, not by era or type. Learn all about what makes this library so special.
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The Story Behind BOOM Library’s Magic UI

Product lead Benjamin Drumeaux tells more about the development process of MAGIC UI, and how to make a fantasy interface believable.
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Designing ROAD RAGE From the Inside Out

Product Manager Patrice Börding led the recordings of ROAD RAGE. In this blog, he tells more about the idea behind the product and how it was developed.
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Why Sound Designers Need a Different Transient Tool

Product lead Jannik Hähn about how our transient shaper plugin TRANSFORCE came together and the unique feature set and philosophy behind it.
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SOUND DESIGN MASTER CLASS: Fight Scene

Watch James David Redding III creating the sounds for a fight sequence. What you see is every decision made in real time, from the first ambience drop to the final mix.
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David Philipp on Building MECHS & ROBOTS

Product lead David Philipp talks about how MECHS & ROBOTS came together and what separates it from anything else in this category.
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Recording Autumn Where And When It Actually Happens

Learn more about the creative approach for SEASONS OF EARTH – EUROPEAN AUTUMN, how we recorded it and how we created it for professionals.
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A Guide For Those Designing Sounds For Immersive Audio

In this article, Hyunkook Lee shares his findings about immersive audio and how sounds should be designed, layered and routed in Atmos and other 3D environments.
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Six Disaster Movies That Showcase Exceptional Sound Design

These six disaster movies showcase what is possible when sound design is given the space to contribute fully to the storytelling.
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