Original Sound Version had an interesting interview with Don Veca, Audio Director for the new Dead Space Extraction (Wii). Last year the had another amazing interview with Veca, and today he talks again. Some highlights:
[…] This time around, it’s an on-rails shooter. Tell us about yours and the team’s approach given the change in genre.
One of the main differences for audio in the rail-shooter genre is that things are much more deterministic. We had to have a far more generalized approach for the original Dead Space game, because the audio had to adapt more to the decisions the player made while traversing through the game. On the other hand, the rail-shooter design is much more linear. This means we as developers usually know what’s going to happen at any time, including the exact timing of a lot of things, so we were definitely able to advantage of this sonically. The new design allowed us to approach the sound design a little more like we would for a linear movie.
Who is responsible for the sound design and music this time around? Will we see a return of Jason Graves working on the music?
While Extraction was produced and published by EA Visceral, it was developed by Eurocom in Derby, England. A small Production team from our studio in Redwood City, CA basically moved to Derby for pretty much the entire development period. While I directed and supported the audio team from here and flew out there to work with them for a while, it was the Eurocom audio team’s job to both port the original audio assets to the Wii where it made sense, and to create new content for new creatures, guns, voice-over, etc. […]