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Audio Director, Splash Damage

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Presentation on theme: "Audio Director, Splash Damage"— Presentation transcript:

1 Audio Director, Splash Damage
Guns have wheels Chris Sweetman Audio Director, Splash Damage

2 WhAt Weapon Audio Can Do
Convey the player’s excitement Make weapons feel more powerful Help the player pin-point enemy threats

3 Source is king Good quality source is important
Three main avenues for this: Commercial audio libraries Licensing from third-parties Field recording

4 Audio Libraries Pros: Cons: Cheap Easy to use Pre-edited
Often overused Generally not comprehensive enough

5 Licensing from third parties
Pros: Offers full range of recordings Cons: Relatively expensive

6 Field Recording Pros: Cons: Tailored to your production needs
Expensive Need to spend time editing and mastering

7 Harmony Reduce audio “clutter” of several enemies firing at once
Create variations of the same sound Can be applied to any sound that’s played repeatedly

8 Sound Design Texture: Non-literal elements make the difference
Use plug-ins to easily change sound characteristics 3 degrees: Create distinct sounds for close, medium, and long range distance

9 Implementation The traditional approach: Loops or single shots?
Sounds end up being the same A different approach: Going Granular Split & recombine your sounds to create variation

10 Where are We going? Evolve sounds over the course of the game to match the player’s experience Adapt weapon sounds to different environments

11 Questions? Presentation will be available online at Additional questions or comments?


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