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Workflow Evolution

Dec 1, 2007 12:00 PM, By Dan Daley

As the tools for video-game audio get more sophisticated, the sound gets more complex and the workflow has to adapt.


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Workflow chart from Nick LaMartina, sound designer at Cheyenne Mountain Entertainment

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SFX Planning

On Richard Garritt’s Tabula Rasa, Tracy Bush, director of audio at NCsoft in Austin, Texas, and team recorded foley-style sound effects using digital recorders running at 96kHz and a Nagra Audio four-track analog deck.

Tracy Bush, director of audio at game developer NCsoft in Austin, Texas, has a trick he uses to get game audio its due, bandwidth-wise, early in the developmental process of titles. “At the beginning of each project, I ask for everything — everything,” he says. “I want speed-of-light sound physics; I want Doppler on everything that moves.” He pauses, then adds, “I never get everything I ask for, but I get enough to make it a decent-sounding game.”

Video games are now bigger than the film business, the industry video-game developers putatively mimic in their workflow: Scripting, preproduction, editing, sound effects, postproduction, and a final layback are milestones in both domains. However, game-audio professionals will point out that games are very much their own animals.

“With movies, you have a locked picture and a linear experience — the viewer experiences that world in exactly the way the director intended it to be viewed,” says Nick LaMartina, sound designer at Cheyenne Mountain Entertainment in Mesa, Ariz. “In games, I compare it to preparing to do a massive live show, and you have to write instructions for an intern about how to react to every possible thing that could happen under any possible circumstance, then flipping a switch and hoping it all goes OK. Game audio has to be ready to deal with any number of possibilities in even the simplest games. That's why a good, logical workflow is important in creating the sound for the game.”

© 2008 Penton Media, Inc.

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