There are only so many things you can do while running, after all. Why can real spaces in the real world be so satisfying just to sit in, day after day, but games have to drag you all over the place to keep your interest up? Why can’t change come to...

There are only so many things you can do while running, after all. Why can real spaces in the real world be so satisfying just to sit in, day after day, but games have to drag you all over the place to keep your interest up? Why can’t change come to you? In our own world, growth and change are slow processes, but games like Proteus experiment with accelerated time to make their worlds bloom with (procedurally generated!) activity. Can we make games that revolve around small spaces and small activities beyond the oddly captivating genre of bumbling-fool (QWOP, GIRP) and first-person-bumbling-fool (Surgeon Simulator, Archery Maybe)?

(via Stop dwelling on graphics and embrace procedural generation – GeneratedGame)

The dialogue library contains a lot of unusual, but amazingly useful environments, ranging from small enclosed spaces like a breadbin, a wardrobe and an oil barrel, to various vehicles (car, truck, box‑van and submarine), and on to a vast collection of different rooms. These include small spaces like saunas, tents and cramped offices, through medium-sized spaces like a small garage and cinema, to larger classrooms, hallways, and even a circus tent. There are also more cavernous spaces, such as a multi‑storey car park, an aircraft hangar and a power‑plant hall. A number of outdoor spaces are also included: various alleyways and streets, railways station platforms, parks and a small copse. Most of these presets hit the required spot straight away, and all respond well to a little parameter tweaking when necessary to tailor the sound slightly.
Source: soundonsound.com reverb