Week 8 – Audio

On Thursday we had another lecturer talk who founded Salix game in 2016 , was the winner of best sound design – Tiga awards…

  • Assert creation, recording, designing, sourcing, implementation, triggers, events, optimisation, pipelines, ambience, Walla (muttering,etc), Foley, sound design, UI, dialogue
  • Starting point, build form the ground up, point sources ( a point of origin), revert preclusion

Example : A forest

  • Where : Geographic Location important, floral fauna will change.
  • Type : Different types, all sound different
  • Time : Dusk, dawn night, day
  • What : Is it in the forest? Something in the distance, hints of enemies.
  • Creates real world sounds adding depth and realism , grounds the character and the player to the world. More than just footsteps, requires thought and study of movement rule of 7:

Example : Two people sit down for a cup of tea

  • Who : Who are they, what are they?
  • Materials : What are they wearing? Natural or synthetic
  • When : Modern? period piece?
  • Where : Is there furniture? what it made of?
  • Aka crowd sound or loop group (Do you need it?), 5+ rule, Use one shot dialogue, 5 seconds – fade in fade out…

Example : Someone with a giant sounds

  • When : Modern? Period peace? This will change the ground of the group completely
  • what : whats going on? is the bar full or at closing
  • context : Should the person with the giant sound be there ? is there a reaction to them? is there a fight or people listening to music?
  • where : where are they? sketchy? upmarket?
  • who : who is there ? whats the demographic – teens?
  • tends to be anything unreal, can be hard to quantify…guns, explosions,physics fall under this category (mostly)
  • Creatures, particles, “subjective”
  • Can cross over with music and Foley (sea creatures, guns)
  • The job title, physics & destruction

Example : You are standing in front of a creature

  • Where : Where is it taking place
  • Scale : How big is the creature to / how close are we?
  • Biology : How does it work / how does this creature attack? / breathe / internal mechanism
  • The menus , more than blips & bleeps has to cut through the rest of the soundscape, sole purpose to relay information to the player, avoid repetition on for multi- sounds, a co-cohesive suit so the player knows what is happening even subconsciously, (happy, sad, and neutral tones are key)
  • A sound designers job will be implementation, dealing with pipelines, does your composer understand video games.
  • From script to script , working with implementations , dialogue editing and post – pressing implementations , dialogue management
  • Types of dialogue- combat back, play thoughts , etc

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