Audio Design and Production Overview Game audio has

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Audio Design and Production

Audio Design and Production

Overview Game audio has evolved Started out as simple bleeps & bloops Game audio

Overview Game audio has evolved Started out as simple bleeps & bloops Game audio now often on par with film soundtracks Unlike film, not constrained to a postproduction afterthought Audio hardware varies widely! Starting with the human ear 2

Taxonomies Not just “Music vs. Effects” Dimension 1: Music, Effects, and Vocals Dimension 2:

Taxonomies Not just “Music vs. Effects” Dimension 1: Music, Effects, and Vocals Dimension 2: Foreground, Midground, and Background Film sound categorization About intended level of viewer’s attention to sound, not just distance 3

Audio Team In the old days, all audio was done by one person Today’s

Audio Team In the old days, all audio was done by one person Today’s team$ consist of dedicated professionals for sound design, music & dialog elements Specialized talent gets spread across more titles 4

Audio Design Fundamentals Audio makes 1/3 rd of the entire game experience (LOL) visuals+”design”+audio

Audio Design Fundamentals Audio makes 1/3 rd of the entire game experience (LOL) visuals+”design”+audio more like 60/30/10 budget split Two key points Creativity Integration 5

Audio Implementation Creating great sound & music is only half of the work Getting

Audio Implementation Creating great sound & music is only half of the work Getting it into the game at the right spots, without audible bugs, is tricky Current generation of audio design tools have made it easier 6

Sound Design Sound design Interactive; dozens of effects Triggers/rules for mixing/switching Sound libraries Essential

Sound Design Sound design Interactive; dozens of effects Triggers/rules for mixing/switching Sound libraries Essential tools for building soundscapes For each in-game sound, 6 -20+ samples to avoid repetitive feel 7

Music provides emotional context for the game experience Music can be linear or non-linear

Music provides emotional context for the game experience Music can be linear or non-linear (i. e. interactive) Both styles have advantages & disadvantages 8

Voice Over Production Becoming more common in game production Budget for professional talent or

Voice Over Production Becoming more common in game production Budget for professional talent or the finished product may suffer 9

Spatialized Audio Includes 3 D audio & surround sound technologies Sounds should be mono

Spatialized Audio Includes 3 D audio & surround sound technologies Sounds should be mono in order to allow placement Adds a sense of space & realism to the soundscape Open. AL 10

Studio Savvy An understanding of audio theory & recording techniques is necessary to create

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 11

The Rise of Homebrew Due to the increasing availability of recording technology, homebrewed recordings

The Rise of Homebrew Due to the increasing availability of recording technology, homebrewed recordings are becoming increasingly competitive with recording studios. It is now much more possible to develop professional audio recordings on a limited budget. The main obstacle often is finding a room suitable for recording. 12