Guest Contribution by Berrak Nil Boya
As a composer, musicologist and a sound designer who is making a transition to the world of game audio for the last year or so, not only do I have a new level of respect for everyone who works as a game audio professional but I also became aware of various changes I am going through almost daily to adapt my already established skill set and mentality to fit my new chosen profession. These changes affect different aspects of my auditory world to varying degrees, but listening and specifically critical listening ended up being a new kind of challenge for me. As a musician who is used to listening critically to music and its various properties, and as a musicologist who researched film music for years, the inherent interactivity and flow of the gaming experience required a new type of listening capability from me. One that depended on me to not just pay attention to the different aspects of the soundscape, but also to rise to the challenges that were presented to me by the game to succeed as a gamer. It meant orienting my attention to the other aspects of the game; so much so that, I forgot to listen for a while and instead just heard what the soundscape consisted of. So how would it be possible for me to play a game AND critically listen to its audio aspects at the same time?
The gents with impressive facial hair over at the Beards, Cats and Indie Game Audio Podcast have glommed onto this month’s theme of “Listening”. You can check out the full episode here.
Thanks go out to Matthew Marteinsson (@mattesque) and Gordon McGladdery (@AShellInThePit) for contributing to this month’s discussion!
Guest Contribution by Stephan Schütze
Why I am not going to tell you which microphone to use
The simple answer to this statement is, because we don’t have time. The exact choice of which microphone to use for each situation of recording a vehicle is a detailed exercise and would take more pages than we have space for. Even then, there is a major flaw associated with the idea. What I hear and what sounds good to my ears may not work for you. Suggesting Brand X or a Model 2B, stuffed up the exhaust pipe of your Honda, may only serve to encourage you to spend more money than you need to. As much as we all love to buy new equipment, I think there is value in stepping beyond the tools and toys. I’m going to be more general and share a more conceptual approach to capturing good vehicle sounds.
What I will do is take you through some of the essential lessons I’ve learned when recording vehicle sounds for Sound Librarian. In creating our sound libraries, I’ve recorded motorbikes, cars, tanks, boats, airplanes, pretty much every vehicle I could get my microphones near.
Guest Contribution by Rob Bridgett
For the past 14 years I’ve been a proponent of sound as a deeply integral part of the video game development process, getting audio involved earlier, allowing it to become a part of decision making and concepting, allowing sound’s early presence, excitement and enthusiasm to influence the other disciplines involved in the collaborative sport of video game development.
Recently, you may have noticed a trend towards narrowing down the focus of what we consider to be multi-disciplinary game development, there are small team, minimal, retro, and almost inevitably towards audio-only games. At the Game Developer’s Conference Nicky Birch of Somethin’ Else’s spoke about their audio-only games (such as Papa Sangre) as did Brian Schmidt on a similar theme in 2013). These are games in which the player has little or no visual input or stimulus, but relies entirely on spatialized audio cues.
I recently came across the Frictional Games blog and have spent the last few weeks trawling through it’s archive. It provides a wealth of informaiton on game design, and in particular discussions on the point of game narrative. One particular post, 4 Layers, a narrative design approach, written by Thomas Grip, Frictional’s creative director, raised the concept of the mental model, and the impact this can have, not only on game design, but also on a players experience of a game.