Brazil AES 2011 | Video Game Audio Leonard J. Paul - Vancouver, - - PowerPoint PPT Presentation

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Brazil AES 2011 | Video Game Audio Leonard J. Paul - Vancouver, - - PowerPoint PPT Presentation

Brazil AES 2011 | Video Game Audio Leonard J. Paul - Vancouver, Canada http:// VideoGameAudio.com Worldwide Games Industry Worldwide weekend sales for GTA IV $500+ million vs. Harry Potter 6's sales of $394 million 1 Film industry is still


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Brazil AES 2011 | Video Game Audio

Leonard J. Paul - Vancouver, Canada http://VideoGameAudio.com

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VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 2 of 23

Worldwide Games Industry

  • Worldwide weekend sales for GTA IV $500+

million vs. Harry Potter 6's sales of $394 million1

  • Film industry is still larger with DVD sales,

rentals, TV rights etc...

  • Growing markets are downloads and online
  • “AAA” games $15+ million budget
  • Halo 3: $55M + $200M marketing2
  • Video games are big business
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Game Audio Salaries

  • US video game industry salary

2010 average was $80,817 USD (~R$126.317)

  • Sound designers & composers

earned an average of $68,088 (~R$106.421)

  • For indie developers, contractors

in general earn $55,493 (~R$86.735)

Game Developer Magazine 10th Annual Salary Survey

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VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 4 of 23

Brazil Online

  • Brazil is the 8th largest global internet audience
  • Since 2002 it has doubled every 3 years1

http://www.ComScore.com

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Brazil Gaming Prospects

  • Brazil buys > 50% of Latin

American virtual goods market - $336M USD

  • 90% of Zynga's revenue is

in virtual goods1

  • Zynga's valuation is $10B1
  • vs. EA's $7B (May 2011)
  • Online gaming in Brazil

could be very lucrative

http://www.SuperDataResearch.com

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Games vs. Film

  • Games:
  • Interactive: Hard to predict what will happen
  • Technology: Changes frequently + code
  • Timescale: Time experience is often longer
  • Creativity: Design often very flexible
  • Heirarchy: Much flatter in games in general
  • Salary: Full-time job more likely in games
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Sound Design

  • Creative :: Design, style, recording,

synthesis, editing, compositing, mastering

  • Technical :: Define how the sound reacts to

physics & environment to select or generate the sounds to trigger, where to store

  • Production :: Purchase libraries, recording

schedule, code schedule for complex real-time sounds such as engines and crowds

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Design

  • Top-down: Figure out your “big

idea” and worry later about how to actually do it

  • Bottom-up: Determine what tools can do and

figure out creative ways to get the most of them

  • Typically one alternates between the two as

technical issues and process limitations will force you to be more resourceful

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Technical

  • Discover the limits of the software

and hardware and push them

  • Expand the software capabilities and design

better audio tools to suit the game

  • You will often be pressed by the team for

storage space & CPU, so hold your ground

  • Things can work one day & be broken the next
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Organization

  • What are your basic requirements? Over-

prepare for the worst

  • What tools, software & resources are needed?

Work closely with your coder & producer

  • A good process can be found by making all the

right mistakes once and taking risks - exciting!

  • Audio is always last, so be prepared for feature

drop, no money, no time & no love

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Samples

  • Often we begin by replacing placeholders
  • I'll often combine samples with synthesis to give

a cleaner sound with full harmonics

  • Samples are great for gameplay when we know

what will happen during length of the sample

  • Do we need to fill the entire memory or does

quality win over quantity?

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Synthesis

  • In Retro City Rampage 95% of

sounds are synthesized from pulse, triangle and noise waves

  • Mod tracker allows detailed

control and can mix synthesis and samples but is also tricky to learn

  • OpenModPlug Tracker is free1
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Procedural Sound Design

  • Generate audio in real-time

based on rules and behaviours

  • Has been used in games since the beginning
  • Parametric, generative & real-time (ie. flexible)
  • Can combine samples with synthesis
  • Allow flexibility of layers and real-time effects

instead of stereo mixdown

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Reactive Ambience

  • A layered ambience is made up of several

different loops

– Country ambience could consist of frogs,

wind, birds and flies

  • Reactive ambience would have frogs and birds

disappear for a while after a gunshot

  • Flies would decrease with wind and vice-versa
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Time-of-day Ambience

  • City ambience of horses, dogs, distant wolves

and crows could react to time

  • Crows and wolves would trigger randomly with

more crows during the day and wolves at night

  • Horses would be more present during the day

and dogs during morning & early evening hours

  • This approach is less likely in more advanced

games where all these elements are simulated

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A Job In Game Audio ?

Electronic Arts Canada, Burnaby, BC

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A Job In Game Audio ?

A “typical” game audio home studio

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How Do I Get Into Games ?

  • Research game audio and student sites
  • Participate in forums such as

SoundDesign on Yahoo1

  • Play games and critique the audio
  • Learn tools like Wwise and Fmod
  • Play with languages like Pure Data or Max/MSP
  • Start making mods & games: www.moddb.com
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ModDB

http://www.ModDB.com

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Game Career Guide

< www.Fmod.org >

http://www.GameCareerGuide.com

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School.VideoGameAudio.com

“The School of Video Game Audio was created by industry veterans Gordon Durity and Leonard J. Paul who have a combined history of

  • ver 30 years in the industry and over 20 years teaching audio for
  • games. Their combined experience and dedication to the art and

science of game audio has given their students the competitive edge in the industry. Their goal in creating the school is to raise the level of game audio on a world-wide scale by making it accessible and affordable to everyone who strives for excellence in this exciting field of development”

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VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 22 of 23

Indie Games –> Make your Own

  • 2011 – Retro City Rampage – (Vblank Ent.)

RetroCityRampage.com

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Questions ?

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