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Posted by on Mar 10, 2014 | 9 comments

The Sound Design of The Banner Saga

Guest Contribution by Michael Theiler of Kpow Audio

TheBannerSaga_OpeningImage.jpg

We always knew The Banner Saga was going to be something special. First contact with the guys behind it was so positive and just easy. Our meetings and emails hit all the rights notes creatively so much so we just knew it was going to be an exhilarating ride. We weren’t wrong. Working on a project with such rich creativity and depth behind it, paired with the encouragement and trust the team showed, buoyed us, and heightened our commitment to the project.

There were a few key areas we concentrated on when it came to the sound design of The Banner Saga. We wanted to pay particular attention to the ambiences of the locations in the game – to make them real and evocative and never distract the player from the game. We wanted to make sure the banner, which is always with you but changes in length depending on how the player is progressing, had gravitas and importance without overwhelming the player. Likewise for the scenes where travelling by cart is depicted, the cart sounds were incredibly important as they were the sounds of the population traversing vast distances, fleeing from a dark force. We needed the fighting sounds to be gritty and real, and for their special abilities to have a different sound to them. We wanted the fighters to feel like they were pulling their strength and concentration for their actions from an internal well of ancient power. Finally we wanted the UI to not draw too much attention to itself, to feel solid and real but distinct from the other in-game sounds.

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Posted by on Dec 29, 2012 | 8 comments

Creating the Spaces of Ambience

Guest contribution by Michael Theiler (Kpow Audio)

Situating an Ambience

When creating ambiences for games (this applies equally to film), I am striving to make them blend into the background and not mask any important in game sounds. For most ambiences, these are the most important qualities that I am attempting to resolve.

In order to achieve this, I need to firstly focus on the repetition and timing between audio occurrences in the sounds. This means spacing sounds, and adding and removing sound occurrences in my audio sequence. I then work on the frequencies in the sounds, using equalization to mold them into the right sound. Finally, I work on their sound propagation and the sound of the space in which they are to inhabit. These are the steps necessary to mould sound into something suitable for the space. Just adding reverb is not enough – the sound needs to be purpose built for the space’s reverberation and delay treatment.

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