Simon Ashby Founder & Product Director Audiokinetic Guy Concordia Interactive Audio for Video Game.
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Transcript of Simon Ashby Founder & Product Director Audiokinetic Guy Concordia Interactive Audio for Video Game.
Simon Ashby
Founder & Product Director
Audiokinetic
Guy Concordia
Interactive Audio for Video Game
2
Presentation Agenda
• General overview of the game development
• Audio Lead profile
• Interactivity, artistic and technology : A balance story
• Authoring example using Wwise
3
Game Development Overview
• Development takes an average of 18 to 24 months
• Development team is around 50 to 150 persons
• Next-gen. titles cost is around $10 to $20 millions
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Key Persons and Positions
• Producer• Like the Conductor of an orchestra
• Creative Director, Game and Level Designers• The “holders of the vision”• In charge of the creative facets of the game• Define the rules of the game and the level design
• Modelers and Animators• Create the environments and animate the characters
• Programmers • Write and implement the game assets and
mechanisms
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Audio Department Disciplines
• Audio Director• Manages all projects and audio resources • Responsible of schedules and budgets• Oversees production• Administrates tasks such as licensing music and
outsourcing
• Audio Lead• The point person for an individual project• Ultimate understanding of a project content needs
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Audio Department Disciplines
• Sound Integrator• The person responsible to integrate the music and
SFX
• Sound Engineer• Recording, mixing and mastering
• Composer and Sound Designer• They write music and create SFX• Often subcontracted
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Audio Lead - Work Station
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Audio Lead Profile
• Artistic:• Design the artistic direction according to the game
design intentions • Overseeing Sound Designers and Composers Work• In-game tweaking and mix
The Audio Lead is the “artistic-manager” of the creation process and the audio assets integration.
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Audio Lead Profile
• Manager:• Planning and production follow-up• Tools creation, pipeline and workflow definition • Design audio according to the technological
constraints• Integration manager• Profiler and debugger • Performance keeper
The Audio Lead is the “artistic-manager” of the creation process and the audio assets integration.
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Audio Lead Profile
• Playing games (at least once in a while…)
• Knowing the basis of computer science
• Solid background of traditional audio• Music language • Recording and mixing• MIDI, audio synthesis, sound design techniques, etc.• Acoustics and physics• Most of the rules from the film applies to video
game
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Audio Lead Human Skills
• Being able to deal with insecurity and the “it’s-not-decided-yet-but-it-should-someday”
• Being able to work 6 days a week / 10 hours a day with the same teammates for 18 months
• Excellent communicator. Evangelization is part of the job… every day!
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Artistic Technology
Interactivity
• Audio production vs.
• Game intentions
• Linear vs. Modular
• Avoid repetition
• Dynamic environments
• Tools
• Platforms
• Performance
Constraints
• Budget • Timeline • Resources
Balance of Power
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“Interactivity” means “Modularity”
• Film and Music - Linear • At 10:52:32:15, the plane explosion• At bar 67, the second chorus starts
• Video Game - Modular • Event based• Generally, audio “reacts” to stimuli
• Ex. The suspense movie error
Interactivity
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“Modularity” means:
• Breaking up sounds in several parts and applying behaviors to them:
• Guns
• Real-time property modifications • Real-time parameter control• State changes
Interactivity
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Avoid Repetition
• Variation for most frequently heard sounds:• Audio Files• Audio Properties (volume, pitch, low pass filter, etc.)
• Random offsets within a defined range
• Envelopes
• Oscillators
• Music• Don’t write music with repetitive patterns• Silence is music’s best friend• Dynamic response to game events (Stingers)
Interactivity
Random Offset
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Artistic Direction
What serves as a vehicle for your artistic direction?
• The game design intentions
• The location in time and in space
• The main character
• The scenario
• Etc.
Artistic
Myst IV – Splinter Cell
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Mixing Your Game
• Rules that applies to cinema applies to games
• But mixing a game has special particularities: • Hard to reproduce all possible circumstances• Sounds properties: the art of compromise• The same sounds are used 1000s of times…• …but it is impossible to hear all voices in the game context.
• Solutions: • Establish reference levels with engineer & post production• Premixing before integration
Artistic
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Performances
• You wanna sound like Peter Gabriel… • But you’ve got 10% of a P4 3GHz• And 20 megs of RAM (if you’re lucky)
Technology
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Wrap up
• Audio Knowledge
• Human Skills
• Technological Challenges
• Long and Highly Involving Projects
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References
• Associations• G.A.N.G. www.audiogang.org• IA-SIG www.iasig.org• IGDA www.igda.org
• News and Articles• Develop Magazine www.developmag.com• Music4Games www.music4games.net• Gamasutra www.gamasutra.com
• Events• Game Dev. Conference www.gdconf.com
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References
David Sonnenschein Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema
• Paperback: 250 pages
• Publisher: Michael Wiese Productions (November 2001)
• Language: English
• ISBN: 0941188264
Cinema: A must-read for crafting an artistic direction
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References
George Alistair SangerThe Fat Man on Game Audio: Tasty Morsels of Sonic Goodness
• Paperback: 528 pages • Publisher: New Riders Games
(June 25, 2003)
• Language: English
• ISBN: 1592730094
A goldmine of info. Because the guy as invented the job.
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References
Alexander BrandonAudio for Games: Planning, Process, and Production
• Paperback: 240 pages
• Publisher: New Riders Games (October 7, 2004)
• Language: English
• ISBN: 0735714134
To understand further the audio production process
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References
Aaron MarksComplete Guide to Game Audio
• Paperback: 240 pages
• Publisher: CMP BOOKS(September 1, 2001)
• Language: English
• ISBN: 1578200830
Mainly oriented for composers.