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?What goes behind
Gwen Guo
Co-founder, IMBA Interactive
Sound Design
for Games
Excellence in Audio (2013)
Dusty Revenge, PD Design Studio
Best Game Audio (2014)
Dusty Revenge, PD Design Studio
Best Game Audio (2013)
Amazing Studly Strikes,
Inzen Studio
Best Game (2013)
One Upon Light, SUTD Game Lab
Out
Now!
Out
Now!
Sound Design for Games
What goes behind it?
➡What traits should you look out for?
➡Inserting sound designer into the team
➡Pre-production
➡Production
➡Implementation
➡Polish
Technical
Knowledge
Professional Gear
Licensing
Knowledge
“Good Ears”
Creative Vision
Good
communicationVersatile
You want to hire this sound designer!
Game Engines and
Implementation
Understands Player
Responses
Game Dev Cycle
Knowledge
What to look out for
Insert audio person
here
Art
Audio
Code
Design QAStory
Marketing UI/UX
Your
Awesome Game!
Pre-Production
Asset List
ReferencesConcepts
Budget Timeline
Concepts
ART PLZ
STORY PLZ
GDD PLZ
Pre-Production
Asset List
ReferencesConcepts
Budget Timeline
Kick drum from __________
Short and snappy like _______
Creepy ambience like _______
References
Pre-Production
Asset List
ReferencesConcepts
Budget Timeline
10
%
90
%
25
%
75
%
Budget Timeline
Pre-Production
Asset List
ReferencesConcepts
Budget Timeline
Asset List
QA and Testing
IMPLEMENTATION
Asset
Repository
Game
Engine
Middle-
ware
Sound Asset
(SFX, VOICE,
MUSIC)
Recorded
Sound
(Ambience, Foley,
Voice, Musicians…)
Editing/Manipula
ting
of the Sound
Game Audio Production
& Implementation Pipeline
PRODUCTION
Asset List
PRODUCTION
Foley/Recording
Source: IMBA Interactive
Synthesis
Source: ADSR Music Production
Editing Samples
Source: IMBA Interactive
QA and Testing
IMPLEMENTATION
Asset
Repository
Game
Engine
Middle-
ware
Sound Asset
(SFX, VOICE,
MUSIC)
Recorded
Sound
(Ambience, Foley,
Voice, Musicians…)
Editing/Manipula
ting
of the Sound
Game Audio Production
& Implementation Pipeline
PRODUCTION
Asset List
IMPLEMENTATION
Sound FX Randomisation
Source: basementhum
Dynamic Ambience
Source: Tristan Panniers
Reverb Zones
Ground Surface Zones
Ambient Emitters
Unity’s
Audio Mixer
POLISH/MAINTENAN
CE
Bug Tracking
Optimisation
Disk space VS memory
DEMAND A BUILD
or a video screencap
In Conclusion…• There is more to sound design in games than just
churning out assets
Game Sound Design
Production Implementation
Polish
Recording
Synthesis
Editing
Pre-production
SFX Behaviour
Real-time Effects
Mixing
THANK YOU!
Q&A?
gwen@imbainteractive.com

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What goes behind Sound Design for Games

Notas del editor

  1. Quick show of hands, how many in the crowd are game composers/sound designers? Or aspiring to be one? How many are developers who work with game audio designers/composers? (to tailor my talk)
  2. Intro: Played games from as young as 5, from DOOM to HOMM to Barbie’s Fashion Show. I promise that all of this is somehow relevant later on Never had a formal background in music. However, fell in love with electronic dance music at 14 and tried producing my own music using an old program (then called Fruity Loops, eventually Reason, where I taught myself signal flow). Worked full time as an in-house composer/sound designer for a few years (all this while, I’ve played a whole bunch of games including playing competitive TFC/TF2) and decided to pursue an official diploma in Sound Design, freelanced for a while and eventually started IMBA with 2 co-founders. Now we’re 4 years old! Still play games, more recently Stardew Valley, FFXV and Paladins (the Overwatch clone, but that’s another debate for another day)
  3. Some of the award-winning titles we’ve worked on
  4. Games made in the Philippines! Don’t you think the main character in Innkeeper 2 looks like Canadian President, Justin Trudeau?
  5. Today is NOT about music composition. Today is about Sound Design and the work that goes behind it, or more commonly known as sound effects. Quite a different path from traditional game composing, yet these days, music is sometimes treated as sound design and vice versa, like LIMBO where the ambience is the music score and Rez, where the sound effects are part of the music
  6. Versatility, usually more applicable to game composers to cover a range of genres, but also applies to sound effects and the knowledge of how to produce for all sorts of games from epic hollywood-style explosions to a gentle UI button in a casual game. “Understands player responses” explains the amount of games which I play, or pretty much how I convinced my parents that playing an obscene amount of games can lead to a career … Also leads to more critical listening in games. For example in Overwatch, calling out an Ulti as a teammate vs enemy is different in a couple of ways — voice in native language for enemy players, and they’re also slightly louder. Or how in NBA Live, the sound of the basketball hitting the ground is affected by which angle and height it’s being bounced from.
  7. Cannot reiterate enough on why audio people are essential to the basic structure of the team. Even though on contract, we could be outsourced or freelancers, internally, we should be privy and have easy access to game info such as art, design, scheduling. Whether we’re in-house or outsourced, keeping your sound designer in the loop of the bigger picture creates realistic expectations of deliverables and creative contributions… Could be same Slack group, access to Trello, even better, access to build We are not the lost child in game dev that nobody wants/knows how to talk to!
  8. The first 2 is heavily dependent on who has creative ownership. Some clients would want more say in the audio direction, others would allow the sound team to go crazy. Either way, there should be solutions for both.
  9. Sound designers, like artists, need time to soak in the game design and story (if your game has any). Ensure that your sound designer has access to all these to better work out a creative solution. This is especially true when you’d like the sound designer to have more creative ownership
  10. If you’d like to have creative ownership of the sound rather than let the sound designer interpret your game on their own, be specific on what you’d like the sound designer to do. Audio always works better than just words. Tell us exactly what you like about references you’ve provided. This is to ensure efficiency and common understanding of creative direction when we have a palette to reference to. i.e. “I want it to sound jazzy” — what kind of jazzy? Norah Jones jazzy? Snarky Puppy jazzy?
  11. Always budget for sound! (so that i get to eat) Typically between 10% - 25% production budget *based on research done on Kickstarter game projects Aim to have the best sound for your game, not as an afterthought Music and sound design are 2 separate costs And are 2 separate disciplines Always provide a realistic timeline (avoid asking us to come in a week before publish!). A snapshot of our multiple timelines for multiple projects. Having a realistic timeline helps us block out time specially for your game so we can fully dedicate ourselves to it. Typically at least 2 weeks of production time for about 20 SFX is ideal.
  12. The asset sheet is the mother of all sound design processes. Without it, there is no organisation or version control. Ensure that the sound asset sheet has all the essential information which both the sound designer and programmer can understand.
  13. Doing the source
  14. Remember the good ol’ days where foley artists used coconut husks to recreate horse hoofs? Those days ain’t over yet! Great for realistic, tactile sounds, or collecting a source for an organic sound. Or a mix
  15. Anyone heard of BFXR? Free browser-based synth for generating infinite possibilities of 8-bit sounds. Lots of game devs low on budget use this, but the sliders can be intimidating. Take the time to understand what each of these sliders do i.e.: ADSR Attack Decay Sustain Release to better customise your sound. Cool for sci fi sound effects like UI
  16. Sound effects isn’t just about dragging single sounds from libraries and calling it yours. Combining a mixture of source (samples, synthesis, recordings) to make the final sound. Take note of the solo-ing which shows each individual sound, then the last 2 final This is a sewer monster in Masquerada. Because it’s based in the sewers, it’s a little more amphibious than a standard insect. Therefore, think about the biology of how its throat is constructed, how its mouth is like etc. Also for editing, it’s also important to always strip silences. It will be relevant later on in optimisation.
  17. Getting the source to behave correctly in the game Randomisation, Dynamic ambience Low Pass Filter (muffled tone) Reverb Zones (in the 3D space) Floor zones (for different surfaces) Sound emitters (getting the sound to play in 3D space)
  18. Some of the basics of sound playback, one of which is randomisation which prevents the repetition of sounds. Others include sequence, a common example on Match-3 games of pitching up
  19. Using real world as an example, being aware of the sounds which occur. If everyone keeps quiet, there’s actually still a lot of sound going on (air con, crowd outside, chair creaks)
  20. A sound which occurs in different spaces. A clap in the toilet would sound very different from a clap in a conference hall
  21. Getting surfaces to change according to collision boxes. Wood, stone, dirt, water, grass etc
  22. Affects volume and panning dependent on where the sound listener is. Would differ for genres. 3D sounds are sounds physically in location, like a water fountain, people talking 2D sounds are usually for UI sounds, music, ambience — things which aren’t positionally affected as you move throughout the game A common mistake which occurs is the panning which is too hard, especially noticeable when you wear headphones. Adjust the “spread” function in the Audio Source to reduce the panning extremity
  23. Finally, mixing the volume levels, or affecting the “muffled” (LPF) effect when you’re moving between environments, or where you get to have the “ducking” effect — music volume lowering when dialogue is happening
  24. After implementation, this is not the end!
  25. Lots of bug-reporting solutions out there. If client doesn’t have any, craft your own using a simple Google Sheets
  26. Always refer to the profiler for audio-related spikes. For game audio, it’s often a balance between disk space and memory Typically sounds which are long and triggered once in a scene can be .ogg because it decompresses at the start of the scene and that’s it. Doing so can also save space for long sounds such as music and ambiences Sounds which are easily spammed like short sound effects can be in .wav because if it occurs very often in a short time, the amount of memory required to decompress might affect performance in game
  27. if you have no direct access to the build… you can’t really polish without actually seeing how the sound performs in-game
  28. Looks familiar? Art, design all go through similar things. Keep this in mind when hiring your sound designer or if you’re aspiring to become one.
  29. That’s all for now, if you’re more interested in in-depth production techniques like how to create a roar for a spider monster, or how to make an explosion sound unique, catch me after lunch or drop me an email!