You may have your audio plan in place and know exactly what you want; or you may need help with one or more aspects. In any case, I'm here to help. Here are some initital items to consider:
- What is the scope and timeline of your project? Will there be music, sound, and / or dialogue? If there is dialogue, do you need it in multiple languages (such as EFIGS)?
- When can audio production begin in the process? (quite often is it left to the last moment, so content priortization in the schedule is key to keep the audio pipeline flowing, helping to avoid bottlenecks)
- What audio middleware tools, if any, will you be using (FMOD, WWise, Unreal, Miles, Unity, etc)? Is the playback engine custom-coded, or perhaps a blend with middleware?
- How many people are needed on the audio team?
- What are the estimated number of assets required?
- Do you require custom audio design, or will the assets be provided?
- If using dialogue, do you need casting, hiring, and recording services?
- What platforms will the game ship on (there are unique audio playback considerations for each).
- Which file formats and / or file compression types will be needed?
- Will real-time mixing and DSP (digital signal processing) be required?
- Is there a test plan in place for the audio?
I like to have at least two, preferably three scalable audio production options to provide for your project: 1) ideal, 2) preferred, and 3) minumum requirement.
Music playback can be linear, interactive (based on player input), or adaptive (based on gameplay or environment). Compositions can also be arranged in segments, looping, or its instrumentation size changed dynamically over time.
Tasks include composition, arranging, style balancng, editing, mixing, and mastering (the final polish). Linear, random, scripted, or triggered events can be facilitated by using audio middleware tools.
Sounds are often a blend of off-the-shelf source material and custom design. Sound Design can be layered and prioritized based on gameplay, and events on- and off-camera.
Tasks include field recording, custom sound design, Foley (authentic sounds such as footsteps, etc, timed precisely to physicial actions), sound synthesis, sampling, editing, mixing, and mastering.
The human (or non-human!) voice adds tremdous depth and interest to the soundscape. Your dialogue needs may range from simple narration or call-outs, to full character voice sets.
Tasks include dialogue casting / auditioning, scheduling, recording, editing, mixing, mastering, and localization (EFIGS) management.
I have access to, and have worked with, hundreds of actors and actresses, both union and non-union. I have created tens of thousands of VO files, carefully balancing the aesthetic and technical elements against all in-game characters.
[screenshot (C) 2013 Audiokinetic Inc.]
This is where the music, sound effects, and dialogue -- otherwise known as the Soundscape -- come to life. Several questions must be addressed regarding the audio content playback and file management, including:
- How do these files act in concert together? Under what circumstances and locations in the game will we hear them?
- Which files play more or less than others, and how many at time? Can sounds be attenuated, amplified, or muted?
- Will real-time DSP including reverb, compression, or EQ be applied during the playback?
- Which files will be client- or server-based? What bandwidth will be allowed for multiple playback?
- How much memory vs. disk space will be allocated for audio playback? Streaming vs. preloading?
- Will certain files play in a 2d or 3d space? Stereo, mono, or surround formats?
- Are multiple file formats going to be used per-platform?
- Are there real-time file decompression strategies in place?
- Will there be procedurally-based or scripted audio generated? Will the interactive music, sound, or dialogue need support beyond what is hard-coded?
- Integration covers much of this, and I work with the audio programmers using audio middleware tools such as FMOD, WWise, Unreal, Miles, and Unity to balance these aesthetic and technical considerations.
I am well versed with:
I have also created somehere around 100,000 audio files in the past 20 years!
Development Kit Experience
Onsite Dev & Test Kit experience for:
Wii / Wii U
DS / 3DS
I also own a large collection of virtual instruments, licensed samples, loops, and source sound effects.
You name it, I can convert it cleanly: WAV, MP3, OGG, FLAC, MP4, AAC, QT, AVI, WMV, and more. 24, 16, or even -gasp- 8 bits are not a problem.
Compression experience with ADCPM, CELT, MP2, MP3, GADPCM, XMA, Speex, VORBIS, fixed and variable length encoding.
For inquiries please contact:
Thanks for your interest!