SAFE AND SOUND Risk Free Audio Development GDC San Francisco 2009, Audio Boot Camp Tomas Neumann – Senior Audio Programmer.

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Presentation transcript:

SAFE AND SOUND Risk Free Audio Development GDC San Francisco 2009, Audio Boot Camp Tomas Neumann – Senior Audio Programmer

Introduction Tomas Neumann: Safe and Sound / GDC09 Games FarCry (2004) Crysis (2007) Crysis Warhead (2008) Crysis Wars (2008) Studios Frankfurt, Germany Budapest, Kiev, Sofia, Seoul Crytek UK Tomas Neumann Senior Audio Programmer in R&D since 2005 Tomas(at)crytek(dot)com

Audio In Game Development : Everywhere Tomas Neumann: Safe and Sound / GDC09 Pre-Production Implementation Music / Dialogue Milestones Reviews Technical settings Alpha / Beta / Gold Demo Patches People outside of Audio –Might have wrong impression –Fear what they dont know –Influence your work

Risk Free Audio Development ? Tomas Neumann: Safe and Sound / GDC09 Stability –Fewer crashes –Fewer show-stoppers Efficiency –Fast turn around –Fast bug fixes –Safe bug fixes Earns trust –Reduce their fear –Prove Audio is low risk Quality –Better Audio in final product

Risk Free Audio Development ? YES PLZ!! Tomas Neumann: Safe and Sound / GDC09 How to achieve? –Not done in a day –Not a single task –Baby steps „Never-ending story“ –Ongoing development –Ongoing effort –Ongoing improvements –You will never succeed! This talk: I will not tell you how to improve 1000 details! HOPE

1.Limit access 2.Inform others 3.Divide and Conquer 4.Do not put things where they don‘t belong 5.Prepare for content-locks 6.Find your own bugs 7.A bug is your friend 8.Keep track of changes 9.Exploit automation 10.Data-mine for gold General Strategies To Follow Tomas Neumann: Safe and Sound / GDC09

1) “Limit Access“ Tomas Neumann: Safe and Sound / GDC09 Use abstract, data-driven sounds Use high level parameters Minimize external interface and behaviour –(Code & Audio)  Cost: –More work –More responsibilty –More bugs  Benefit: –More creativity (internal) –Faster implementation –Less coders help needed

2) “Inform Others“ Tomas Neumann: Safe and Sound / GDC09 Write what others don‘t know. Internal communication –Forum / Mail –Wiki Show work early and often –No embarressment –See Jason‘s „Fail early“ Code: –Optional debug messages  Cost: –More communication –Extra code  Benefit: –Better transparency –Help others –People know: you actually work(!) what is WIP and what is new

2) “Inform Others“ 2 Tomas Neumann: Safe and Sound / GDC09

3) “Divide And Conquer“ Tomas Neumann: Safe and Sound / GDC09 Avoid unclear responsibilities or overlapping tasks Sound Designer –Source (raw) asset creation –Asset specification (Automatic) build process –Build (cooked) asset Other areas: –Audio implementation / Code –Localization / post-processing  Cost: –Extra working steps  Benefit: –Easier to resolve issues –Modular and structured work habbits

4) “Do Not Put Things Where They Don‘t Belong“ Tomas Neumann: Safe and Sound / GDC09 Code –Avoid hard-coding audio specification and references –Serialize from external database (xml, sql) Audio –Clean up audio asset  Cost: –Coding effort –Well organized SDs  Benefit: –Independence from code –Quicker iteration (immune to code-lock!) –More control (stripping)

5) “Prepare for code/content-locks“ Tomas Neumann: Safe and Sound / GDC09 They are coming, wether you want or not on milestones, demos, or randomly. They will block your progress! Be prepared for downtime –Reserve work to do in between. –Inform if no audio bug was blocking  Cost: –Administrative overhead –More communication  Benefit: –Balanced work load –Increase trust if audio was non-blocking –Steady progress despite milestones

6) “Find Your Own Bugs“ Tomas Neumann: Safe and Sound / GDC09 Dont expect: QA to know what is broken Producers to know how important or risky a fix is Train QA Add bugs by yourself –Add to bug tracker, even if you are about to fix it Increase bug priority –Non-critical but annoying (known shippable in Beta)  Cost: –Extensive play tests –Scanning through game logs  Benefit: –You know the game better –More fixed bugs = better shipped audio –Increase bug fix rate –Decrease fix time –Helpful statistics –Happy producer = more trust

7) “A Bug Is Your Friend“ Tomas Neumann: Safe and Sound / GDC09 Document problems –Write about it : What? Why? –Add to bug tracker, even if you are about to fix it Code –Use assert() –Log: Output warning –Catch function call results –Create test cases Inhouse & middleware  Cost: –Admit your mistakes –Overcome one‘s weaker self  Benefit: –Increased awarness (team, QA) –Faster fix-rate Done it before Searchable mail Producer‘s trust

8) “Keep Track Of Changes“ Tomas Neumann: Safe and Sound / GDC09 Why was a decision made 2 years ago? What was agreed on in that meeting? Dialogue integration specialist: „btw, today is my last day!“ Preserve knowledge Offer it to new team members Write what you know  Cost: –Documentation effort –Write down the obvious  Benefit: –Surprise-proof –Database of experience –Evaluate and rate old decisions

9) “Exploit Automation“ Tomas Neumann: Safe and Sound / GDC09 Automatic Build on several platforms –Code (compilation errors) –Audio (integrity errors) Automatic test run –Stability tests –Mail filtered logs of warnings Statistics –Performances graph Show impact of changes –Finalize compression settings  Cost: –Extra hardware –Build / Audio engineer  Benefit: –Frees worker‘s PC –Honest verification –Stability –Performance –Short down time

10) “Data-mine for Gold“ Tomas Neumann: Safe and Sound / GDC09 Statistics help you to find the bang for the buck Graphs Lists Pictures

Conclusion Audio Development –safer –more stable –more efficient –more trustworthy –increase quality You have to work on it – every single day! But it is FUN! Tomas Neumann: Safe and Sound / GDC09

Tomas Neumann: Safe and Sound / GDC09 – Tomas(at)crytek(dot)com All pictures created by Crytek Thank you Please rate! Ask questions! KKTHXBYE We are hiring! Visit us at our booths #226 WH, #5940 NH