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Effective Audio Design for Games

Effective Audio Design for Games. by Marc Schaefgen. Historical Data - Tech. The Dark Ages of Audio Tap, tap, tap… Data Driven Systems Scripts Basic Audio Parameters within Game Editor The Golden Age of Audio WWISE; FMOD; SCREAM; XACT; ISACT; Etc. Historical Data - Process.

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Effective Audio Design for Games

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  1. Effective Audio Designfor Games by Marc Schaefgen

  2. Historical Data - Tech • The Dark Ages of Audio • Tap, tap, tap… • Data Driven Systems • Scripts • Basic Audio Parameters within Game Editor • The Golden Age of Audio • WWISE; FMOD; SCREAM; XACT; ISACT; Etc.

  3. Historical Data - Process • Old Skool - Reactive Audio Production • Wait for art, or system in place • Middle Skool - Scheduled Audio Production • Accounts for Dependencies • Brings Audio in Towards End of Project • The New Skool – Proactive! • Day 1! • Treat Audio as Equal • Integrated into Team – Not a Shared Service

  4. Why Do I Care? • Creative Work in Creative Hands • Better Audio Quality • Inspirational • Glue • Facilitate Collaboration • Tighten Presentation • Increase Iteration Frequency • Gain Expertise with a Common Design Tool

  5. Proactive vs. Reactive • Get Audio on Board Early • Attend Design Meetings, etc. • Audio Viewed as Equal • No Different Than Other Disciplines • Concepts • Prototyping • Product Demos / Presentations

  6. Midway’s Dev Process • Multi-Phase Development • Concept • Prototype • Pre-Production • Production • Post Production • Checks and Balances

  7. Audio Process • Concept • Design Documentation • Style Definitions • Tone Video • Prototype • Music Reference / Composer Search • Field Recording / Source Acquisition • Audio System Prototypes

  8. Audio System Prototypes • Music • Linear Mockups • Use Demo Submission • SFX • Player / NPC • Environment • Physics • Weapons / Tools • Special FX – Concussion, etc. • Dialogue

  9. Audio Process Con’t • Pre-Production • Style Guides • Establish Pipelines • Final Audio Design • Resource Allocation / Scheduling • Talent Acquisition • Production • Get R’ Done • Asset Trackers • Localization Plan

  10. Audio Process Con’t • Post Production • Classic Beta Cycle • Mixing • “Safe” Content Swap • Bug Fixes • QA • Use Your Testers • Train In Specific Areas • Play In Studio

  11. Again, Why Do I Care • Collaboration With Audio • The “Grease” Man • Tell The Story • Good For Morale • Immersion • Environmental Audio • More story telling opportunities • Audio is Your #1 Tool for Emotional Manipulation • Create More Effective Player Feedback

  12. Simple Techniques • The “Gotcha” Event • Trigger a sound behind player • Loud, Jarring • Bonus imp. would reflect geom change • Explosion; destruction; block rear path • Foreshadowing Audio • Communications Equip. • Cue audio from areas ahead of player • Radio comm; creatures wreaking havoc; machines • Distant Critter Noises

  13. Simple Techniques • The “Lull and Bang” • Pull down main audio mix • Let ambience fill space for short duration • Pull Down Ambience / Pause for a Beat • Bang! • Resume Mix • The Music Take-over • Pull Non-Music Volume Down 50% • Raise Music Level to Compensate • Use dramatic cue; Reinforce emotion; End on finale • Return to Previous Mix After Finale

  14. Simple Techniques • Signature’s • Good for Character Based Sound • Create simple signature sound • Too many will confuse player • Mortal Kombat • Musical • Location; Character; Event • Voice Processing • Racial; Species; Equipment

  15. Advanced Techniques • Immersion • Realistic Ambiences • “Everything makes a sound” • Attention to detail • Within reason • Appropriate Feedback • Use player tools • Don’t force it, create a space for it • Dramatically Enhancing Music • Avoid wallpaper

  16. Advanced Techniques • The “Establishing Shot” • Setup ES without visuals – audio only • Fade from black • Setup ext. world via int. space • Music • Use to set tone of level or area • Finite, has beginning and end • Dialogue • Describe more than the player can see

  17. Advanced Techniques • Dynamic Mix • Special Effects • Explosion concussion • Low health / near death • Unique HUD • Sniper; Night vision; Etc. • AI Mixer • Tie game variables to mix busses – Continuous • Mixer states - Fixed

  18. Re-Cap • Audio is Good! • Collaboration is Great! • Knowledge is Power • The Grass is Never Greener • Day 1 • Develop Your Ear

  19. Q & A

  20. Thank You!!

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