For The Record<strong>Sound</strong> EffectsIt’s funny, the things that occur to you while you’re lying on your back in a confinedspace, having molecules in your body pummelled by a massive magnet.I’m sure you know the feeling. I had planned to write this month’s columnabout my addiction to technology and shiny studio hardware, but thensomething came to me while I was being fed into a kind of giant photocopierat the weekend.Actually, it was an MRI scanner (though it turned out it was nothing serious).The scanning process involves being slid into a big, shiny machine through afairly small opening: I had only a few inches of space above me and had to lieperfectly still while a lot of very clever stuff went on (see how incredibly knowledgeableI am about all things medical). A computer image of the inside of myhead then appeared in front of the people in white coats, sitting the other sideof a big window.I have to be honest and say the whole experience was rather unpleasant.Think caskets and coffins and you’re on the right lines. One of the people inwhite coats gave me a button to press if I wanted to gain her attention and Ihad to fight the urge to squeeze it like buggery on several occasions.But the claustrophobia was nothing compared to the sound. For thirty fiveminutes I listened to a succession of utterly monstrous whirrs, buzzes, and groansfrom the MRI machine as it did its thing. It was like an evil robot in a B-movie.I’d been given a large pair of headphones to wear throughout the procedureand had taken along my own choice of CD: the soundtrack to Ashes to Ashes.But not even The Clash and Gene Hunt’s rantings could drown out the deafeningnoise of the scanner.As I lay there with my eyes firmly shut (I figured you can’t be claustrophobicif you can’t see anything. Hey, it’s a theory!) it really brought home how powerfulsound is. Is this pointing out the obvious? Possibly not. It’s easy to get soused to working with audio that you forget what a powerful sense hearing is.Lying inside a tiny white tube was not nice. But the sound that was comingfrom all around me was far, far worse. I’m a big grown boy, but I really wantedto be somewhere else, and that was down to the emotions stirred up by theterrible grinding coming from all around me.<strong>Sound</strong> works on the imagination. I couldn’t see what was making thosenoises but it was enough to get a whole stack of irrational thoughts runningthrough my brain. I wouldn’t even consider sharing them with you.When I finally slid back out, I said to the technician, “I make sound effects forvideo games, but I could never come up with something as scary as that.” I dolike a challenge.JERRY IBBOTSON runs <strong>Media</strong> Mill, a York-based audio production company started in2000 that specialises in sound for video games. Prior to this, Jerry was a BBC journalistfor ten years, ending his spell with the Beeb as a reporter and newsreader at Radio OneNewsbeat.SOMETHING TO SAY?If you are an audio professional and have something constructive to say about your field of expertise, or tipsfor your peers, contact us with your ideas at ftr@audiomedia.com18AUDIO MEDIA NOVEMBER 2005
Special ReportDevelop Conference & Expo 2008<strong>Audio</strong> <strong>Media</strong> talks to John Broomhall about the third Develop Conference, and the growing opportunities for audio in games.The ‘business of play’ is thriving,and now in its third year, theDevelop Expo and Conferenceis all set to touch down in the vibrantcity of Brighton this July. Just a fewyears previous, who would havethought that the games industrywould be considered by many to bealmost as big and bright as that forfilm or television, but fast forwardto 2008, and technology has caughtup, allowing for big gaming dreamsto become big gaming reality.The Develop Conference ’08 reflectsthis dynamic feel to the industry,and a brighter future for the worldof games seems to be a key theme inthis year’s sessions and speakers.Indeed, coming from Frontier asa keynote speaker is David Braben,on ‘Why the future is brighter thanever’, looking at the opportunitiesfor game developers available in thisexciting, forward-seeking period forthe industry. This, among sessions onpythons, magical movie moments,and real emotion, as well as ‘Howto make children cry’ – could onlybe under the one roof of the gamesbusiness. If you ever wanted to knowhow Naughty Dog managed to puttogether Uncharted: Drake’s Fortune sobrilliantly and have fun at the sametime, or why Manhunt 2 was censoredin Britain, or how light can affect mood;then this year, Brighton is the city toset your sat-nav to. In total, there willbe 60 such sessions over three dayscovering a huge breadth of key topicsthat matter to game developers, withthe speakers pooled from some of themost creative and talented minds inthe industry today, including AntonyDouglas from O2, Damiano Iannettafrom Rare, Jonathan Smith fromTraveller’s Tales, and Phil Spencer fromMicrosoft Corporation.This mix of seminars, sessions,and workshops has helped toestablish the Develop Conferenceas the leading European event forgames professionals of all sectors, areputation that is growing year on year.2007’s Develop was an unmitigatedsuccess, with over 1,200 developersfrom across every level and area ofthe business attending; a figure that isalmost certain to increase for Develop’sthird outing, which also means nearboundlessnetworking opportunities.Priceless. And, as if you needed anymore excuse to mark 29-31 July in yourdiaries, there’s also the Develop Expo,which aims to bring together Europe’smost innovative games companiesand give visitors the chance to explorethe latest developments and tools.A free-for-all try-out session, with a baropportunely located right on the samefloor. Trés handy.The DevelopingWorld Of Games<strong>Audio</strong> <strong>Media</strong> spoke with JohnBroomhall, organiser of the Develop<strong>Audio</strong> Track about the conference,though first about a perceived risein the status of games audio inrecent times...“A lot of us of roughly our agehave grown up with games, and ofcourse all the people that are comingafter us, in their twenties, grow upplaying games.“I've seen the evidence just speakingat universities over the years... a whileago the students weren't that botheredor interested in games – they wantedto work in music, film, or TV.“These last couple of years – I'vereally noticed a change in that.People really aspire to workingin games, so there's this culturalembedding of games generally.“AM: Tell us about the Develop 2008<strong>Audio</strong> Track themes...“The main two components of theday, I think, are going to be case studies– leading audio designers who'vecompleted really interesting workrecently talking about what they'vedone, how they did it, and their angleson various aspects of game audio.I think the other big part of the day hasgot to be this examination of wheregame audio meets film audio.“We now have the technologyand the power to deliver truly greataudio, so more than ever, we shouldbe discussing the artistic aspects – thethought process and craft of greatsound design. How are we supportingthe drama? How are we underpinningthe moments? How are we changingthe player's focus? How are we helpingthe player navigate? Are we drivingmedia production centrePureInspirationrecord • edit • mix • create22<strong>Audio</strong> <strong>Media</strong> mag '08.indd 1AUDIO AUDIO MEDIA MEDIA NOVEMBER MAY 2008 20054/2/08 6:37:45 PM