GAN – Game Audio North – Sound Designers’ Meetup February

This Saturday the time came again for me to head to the GAN meetup, a group of game sound designers and composers based in the north of England, who meet every two months to chat and network. It was my third GAN, having been twice to the meetup in York and Leeds.

This time GAN was in Liverpool, just a few streets away from LIPA. We were joined by a few students from LIPA, including friends both old and new of mine, who study there. There was the usual group of attendees, plus one special guest; academic and film-maker Karen Collins joined us, and I was lucky enough to chat to her over a few pints. Karen is one of the few academics to write about game audio, and doubtlessly the leader in the field. She’s also making a documentary – BEEP: A Documentary History of Game Sound, which I chatted to her about and she shared some of the process behind the film, due March this year. As always, I made new connections and friendships with fellow sound designers from all over the north of England, many of whom i’m sure I’ll see again in the future.

 

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Game Sound Evaluation: Dark Souls

Dark Souls is a third-person, role-playing, fantasy game, set in the fictional kingdom of Lordran. I’ve decided to use Dark Souls as a reference point for Taphobos, and will evaluate its sound in this post.

In all of these game sound evaluation posts, I will explore two main areas of the sound, and then eventually i’ll do a big post about both and how i’ve drawn from other games to create the sounds for mine. Those two main areas are footsteps and ambience. Aside from object sounds, Taphobos’ main sound elements are the footsteps of the player, and the ambience of the location.

The footsteps in Dark Souls are a key element to the characters movement. Although my game is first-person (from the POV of the character) and this game is third-person (the camera is above or behind the character), I still think it is a relevant reference and something I can draw from for inspiration.

The footsteps are heavy and chunky, reflecting the characters heavy walk and pronounced presence. This video illustrates the footsteps clearly, and also features environments similar to those in Taphobos. I like how clear and bold the footsteps are, they react well with the ambience of the environments and I also like the added body movement mixed in with the footsteps. The different surfaces are very obvious, perhaps too obvious in places, but nevertheless, they aptly describe the texture of the surface audibly. The only negative I can really see in regards to the footsteps in this section is the repetitiveness and the fact you can clearly tell the footstep recordings are repeated. It also doesn’t sound like the pitch of the files were modulated at all, this is a trick that can be used very effectively to add to the perceived realism of the sound. I imagine the limited number of footsteps sound files was a result of both a limited audio file budget (the game’s overall size is limited, and as such the audio only has a specific amount of that space to use) and possibly the fact it was released on consoles before PC, and consoles often have a smaller capacity than PCs. It could further be because the game has such a variety of sounds and a large number of variations, only a small number of individual sound files could be allocated from the audio budget.

Given that my game is both for PC, and also has a relatively limited number of sounds, so the audio budget isn’t a massive concern – as such, I can use a larger number of footstep recordings and create more of a sense of realism. I’m actually yet to speak to the developer about the amount of space I have for audio, this is something i’ll discuss when I meet with him next.

The second main element I want to focus on is ambience. Ambiences are tricky, because technically the environment may not have a large number of sound emitters (acoustically speaking), but the sound designer still has to fill that space with *something* as the player expects to hear a solid ambient background. Much of Dark Souls takes place in large halls, caves and other such reverberating chambers, similar to the church in Taphobos. A trick I have noticed the designers used for these huge echoing spaces, is to create ‘real’ drones, a low, rumbling, ever-present hum made of indistinguishable elements. In this example, we hear this low rumbling drone, as well as some water droplet sounds peppered into the mix. For pretty much the entirety of the ambience in this scene, the main element is this rumble. I had initially intended my church environment to be relatively empty in Taphobos, but I think filling it with some kind of subtle drone like this would be very cool. Perhaps changing the drone’s properties as the character moves through the different environments would be a good idea to explore. My other environment is outside, in a graveyard. Again, other than objects, the ambience sound emitters are limited – although not as limited as the interior. In this example from Dark Souls, the space is filled with rustling trees, distant creatures and animals, light rain and occasional wind. These are some key elements I can include in my own ambient soundscape; myself and the developer have already discussed the prominence of trees in the environments, so this is something I will certainly draw from. I like the modulating, evolving nature of the tree rustle, although I feel as if the constant, almost wall of sound, is almost overpowering. When listening for a long period of time and focusing directly on the ambience, some glaring repetition becomes clear. Again, this is probably largely due to the restricted audio budget limiting the length of the ambient loops.
Lastly, this is another similar environment in Dark Souls to the church in Taphobos: another droning rumble, this time less bassy and with perhaps more depth to the reverb, but again a maintained ambience soundscape. I like this particularly, and I think i’ll explore something similar in Taphobos.

Overall, Dark Souls is a very dark and specifically ‘fantasy’ game, something Taphobos is definitely not. However, it does focus on realism and the use of ambience is a great one – these are influences I will take in my sound to make Taphobos both believable and immersive.

(LO2)


 

Game Audio Workshop

Today, I put on a mini game audio workshop at uni. I’d had the idea for a while – as a number of people had asked me to show them how to use FMOD – so I decided to pull together some interested audio people to spend a day learning how to make game sounds and implement them. It went really well, we had a good mix of participants from the 3 years, and despite having a number of drop outs, we still got 6 attendees. Although this isn’t a huge amount, i’m happy with it as a first session. Retrospectively, I should really have thought more about the actual delivery of the workshop, and maybe created more resources/examples/tutorials for the beginners to better understand the concept I was trying to explain. I also came up against first years struggling to use pro tools and zooms (which I hadn’t considered), but they managed still to make some cool noises and implement them.

My hope for the next event is to pull someone in from the industry to not only come and talk to us, but to also give us some hands-on insight into implementation and their role in a game studio. I’m considering possibly asking Jey Kazi – a friend of mine from the Game Audio North meetups.

 

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Sound List

This evening I met with James to sit down with the game and work through all of the sounds the game requires. James had a relatively recent build of the game and we explored the different levels, looking at the various spaces the player can occupy, the different environments and different terrains.

We put together a list – which I’ve now typed up into a google spreadsheet – so I can begin planning my recording process and think about implementation. We also discussed the mood and feel of the sounds. We tried to get down all of main ones for the moment, and once we’ve begun the implementation process, we will look back in more detail and see if it feels like anything is missing when you play the game.

Not counting variations, we identified roughly 23 sounds (plus two music tracks). This also includes ambiences, which will be made up of multiple loops/randomly triggering elements. I’d like to create a bare minimum of 8 variations of each sound, but as some of the main sounds like the footsteps are so prominent i’d ideally like to push that up to somewhere in the range of 15-20. As this game is being built to play on a PC, there isn’t much need to keep sound events to a minimum (especially as the soundscape is already very limited). Given the implication of delivering at least 8 variations of each sound, the overall number of sound assets could be up to 200 and over.

I’ve made a viewable copy of the spreadsheet:

https://docs.google.com/spreadsheets/d/1DC84vjR5_Nn1h17wpXkYER9YMPphEiWZnom8hhenOs0/edit?usp=sharing

(LO3)


 

 

100 Hours Project

Alongside my university work, I am also undertaking an ongoing project to improve my recording skill. This will play a part in my AP2 project, as i’m sure a lot of the focus will crossover. The project is called ‘100 Hours Project’, and the aim is just that; in order to best aquatint myself with the fine art of field recording, I have dedicated 100 hours in my last few months of university recording with the sound devices 633. I’m aware that the 633 is an industry standard recorder, and to boast 100 hours of documented experience with it would be absolute gold for my CV. I’ve begun the process already, and applied the recordings i’ve made to mini-projects, such as practice FMOD sessions. I’m also hoping to put together some kind of sound library from the recordings I make, in order to have something to work with upon leaving university.

The blog can be found here – 100 Hours Project Blog.

(LO1)