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	<title>Comments on: Charles Deenen Special: The Future of Sound Design in Video Games [Part 1]</title>
	<atom:link href="http://designingsound.org/2010/02/charles-deenen-special-the-future-of-sound-design-in-video-games-part-1/feed/" rel="self" type="application/rss+xml" />
	<link>http://designingsound.org/2010/02/charles-deenen-special-the-future-of-sound-design-in-video-games-part-1/</link>
	<description>The Art and Technique of Sound Design</description>
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		<title>By: Charles Deenen</title>
		<link>http://designingsound.org/2010/02/charles-deenen-special-the-future-of-sound-design-in-video-games-part-1/#comment-56436</link>
		<dc:creator>Charles Deenen</dc:creator>
		<pubDate>Sat, 16 Jul 2011 03:41:15 +0000</pubDate>
		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=2532#comment-56436</guid>
		<description>Hi Si

There was no problem with the dialog like that in the mix.  In fact, it made it easier as it jelled much more together with the BG&#039;s etc.  EA Sports and various other games are still using this method on some of their games to great success.
Think of it in this way though: You can have pristine recordings that might be great for a mix,, or you can have raw gritty recordings that have the needed emotion, phaseshifting etc., and still work perfectly well in a mix.  I know which one i&#039;d pick :)

Games in general use too much &quot;saturday morning cartoon style&quot; dialog, and a lot of it has to do with the way it&#039;s recorded, and the way the actors feel comfortable, how they move, how they react.

I&#039;ll take a real sounding dialog line recorded in a noisy spot over a pristine line that feels &quot;sterile&quot; any day.  It&#039;s emotion and believability that we are selling.  The user doesn&#039;t care that the line was nice and clean during the recording.</description>
		<content:encoded><![CDATA[<p>Hi Si</p>
<p>There was no problem with the dialog like that in the mix.  In fact, it made it easier as it jelled much more together with the BG&#8217;s etc.  EA Sports and various other games are still using this method on some of their games to great success.<br />
Think of it in this way though: You can have pristine recordings that might be great for a mix,, or you can have raw gritty recordings that have the needed emotion, phaseshifting etc., and still work perfectly well in a mix.  I know which one i&#8217;d pick :)</p>
<p>Games in general use too much &#8220;saturday morning cartoon style&#8221; dialog, and a lot of it has to do with the way it&#8217;s recorded, and the way the actors feel comfortable, how they move, how they react.</p>
<p>I&#8217;ll take a real sounding dialog line recorded in a noisy spot over a pristine line that feels &#8220;sterile&#8221; any day.  It&#8217;s emotion and believability that we are selling.  The user doesn&#8217;t care that the line was nice and clean during the recording.</p>
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		<title>By: Si</title>
		<link>http://designingsound.org/2010/02/charles-deenen-special-the-future-of-sound-design-in-video-games-part-1/#comment-25572</link>
		<dc:creator>Si</dc:creator>
		<pubDate>Fri, 11 Feb 2011 02:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=2532#comment-25572</guid>
		<description>hmm, about the nba back to back examples of VO/ dialogue, I dont think its a fair comparison as the studio recorded part has no processing (i.e. reverb) and is not mixed with environmental audio. The lavalier recorded VO has subtle environmental/ambient sound behind it which could lead to difficulty in the mix.</description>
		<content:encoded><![CDATA[<p>hmm, about the nba back to back examples of VO/ dialogue, I dont think its a fair comparison as the studio recorded part has no processing (i.e. reverb) and is not mixed with environmental audio. The lavalier recorded VO has subtle environmental/ambient sound behind it which could lead to difficulty in the mix.</p>
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		<title>By: Bobby</title>
		<link>http://designingsound.org/2010/02/charles-deenen-special-the-future-of-sound-design-in-video-games-part-1/#comment-3158</link>
		<dc:creator>Bobby</dc:creator>
		<pubDate>Mon, 15 Feb 2010 18:06:27 +0000</pubDate>
		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=2532#comment-3158</guid>
		<description>I really enjoyed NBA Jam example of bringing VO out of the booth. This is something of a huge hurdle that we as a community need to push to overcome. There&#039;s going to be resistance from the &quot;old guard&quot; voice directors. I know a few personally who would probably rather stay inside their cushy studios&#039; director chair.</description>
		<content:encoded><![CDATA[<p>I really enjoyed NBA Jam example of bringing VO out of the booth. This is something of a huge hurdle that we as a community need to push to overcome. There&#8217;s going to be resistance from the &#8220;old guard&#8221; voice directors. I know a few personally who would probably rather stay inside their cushy studios&#8217; director chair.</p>
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