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Chapter 6.9 Audio Design and Production. abbreviated and then augmented by jeffery. Audio Team. The good old days all audio in a game done by one person bleeps and bloops, simple triggered audio file selection
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Chapter 6.9Audio Design and Production abbreviated and then augmented by jeffery
Audio Team • The good old days • all audio in a game done by one person • bleeps and bloops, simple triggered audio file selection • Commercial dev teams now often include dedicated professionals for sound design, music & dialog elements (on par with film soundtracks)
Audio Design Fundamentals • Audio makes 1/3rd of the entire game experience (T/F?) • Create great sound & music • Integrate into game: how?
Audio Implementation • Creating great sound & music is only half of the work • Sophisticated audio design tools help • designingsound.org, check out 6/2009 articles on essential books and websites
Sound Design • Sound design • Most interactive element of the audio design • Sound libraries • Essential tools for building soundscapes
Music • Music provides emotional context for the game experience • Music can be linear or non-linear (i.e. interactive) • Both styles have advantages & disadvantages
Voice Over Production • Becoming common in game production • Budget for professional talent if you need a good voice over
Spatialized Audio • Includes 3D audio & surround sound technologies • Adds a sense of space & realism to the soundscape
Studio Savvy • An understanding of audio theory & recording techniques is necessary to create great game audio • Having the best gear available allows for the best output