28 AUDIO MEDIA JULY 2009>Dead SpaceFear emitters, Dead Script, the creepy ambi’patch, and a composer named Graves are not-sosubtleclues to the general gist of Dead Space.Paul Mac talks to <strong>Audio</strong> Director Don Veca.Dead Space is a very special game.There aren’t too many full-on suspense/horror experiences in the gamingcanon, and that may be because it’s avery difficult thing to get right. Arguably, the audioin this genre is more important than any other– you have to build expectation and apprehension,and then you have to push the alarm button at justthe right moment. Get it right and you have awinner on your hands; get it wrong, and all theeffort will come to nothing – there’s no middleground when it comes to scaring people.The initial premise of the game is that amining ship, the USG Ishimura, sends out a distresssignal, and another ship, the USG Kellion, issent to investigate. On board is Isaac Clarke (theplayer’s character), an engineer with, as itturns out, a special talent for dismemberingNecromorphs (dead, alien scourge-infected, andmutated humans) with unorthodox weapons.The game progresses through a good plot, andsome impressive scenarios – including zerogravity and de-compressed environments – to aspectacular end.Got My Arms, Got My LegsWhile he is at pains to point out that Dead Space wasvery much a team effort , Visceral Games’ (formerlyEA Redwood Shores) Don Veca, the <strong>Audio</strong> Directoron the project, could be said to be the main brainbehind the mayhem.Veca was well aware from the beginning thataudio would be absolutely vital to the game’s success,so the systems that controlled the audio ingamehad to be designed specifically for the job.“You have to have a really seamless system – anadaptive system,” he explains,”…one that causesthe music to react naturally to what’s going onin the game – gradually build the tension andgradually subside the tension – as well as havingautomated triggers for stingers – when thingsjump out and scare you.”For example, rather than going for a basic‘branching system’, where the music mightsimply switch between streams depending on thesituation, Dead Space has four stereo musicstreams playing all the time and the game isconstantly mixing those streams. What controlsthose streams, as well as other aspects ofthe game’s audio, is whatVeca refers to as ‘fearemitters’. These could be anyaspect of the game itself –from a creature to a blindcorner. The game is constantlycalculating what fearemitters exist within a certainradius of the main character,what their fear strengthsare, and coming up with afear value for that moment.That fear value is whatdictates the balance of themusic in the game, as well asthe balance of other contentand mixing parameters.“What I’ve always missedas a sound designer, andI think what most sounddesigners miss, is the control,”he says. “It’s not just thesounds that you create – it’sthe control those sounds.”One of Veca’s first tasks inthe development was towork on a scripting system– one that sits on top ofboth the low-level audiodrivers and the middleware.This script, calledDead Script (“It needs acool name…”), gave Vecathe power to work withaudio at an audio-friendlylevel: “…Not render it,not do DSP, and not stuff buffers with sound,but just start sounds, mix sounds, set volumes,change filters, and do all the high-level controlof the audio.” All of these parameters could befine tuned and honed, and content tried andtested without interrupting the flow due tolengthy code changes. Veca: “As far as control wasconcerned, I could do whatever I wanted, anytimeI wanted.”Boo!The combination of fear-emitters, fear value,and Dead Script led Veca to the overall conceptof “fear-based mixing.” And of course, this wasn’tjust about music tracks.Another contributor, withanother special name, wasthe ‘creepy ambi’ patch’.During the preparation forDead Space development, Vecaand the team watched a lot ofhorror movies (“the good ones,the bad ones, and the really,really bad ones…”): “I watcheda movie called Saw one night– I was really picking apart theaudio and the soundtrack – andI noticed something abouthorror movies that you can’tget away with in other movies.You can have weird sounds andcreepy spacey sounds floatingaround you for no reason atall… It’s not a real sound, it’snot a door creaking, it’s in yourhead… They can be anything;they can be completelysynthetic – they can be weirdmoans or subliminal sounds,they can be whispers.”This is where the creepyambi’ patch comes in. Veca:“It lets us take different RAMbasedloops and one-shotsound samples, and playthem around you in 3D… Wecan track them and changethe pitch, the volume, thefilter values, the panning…So that’s a lot of the weird,creepy, spacey ambiences that you’ll hear in DeadSpace.” The creepy ambi’ patch is controlled by theGRAVE TONESThe music composer for Dead Space wasone Jason Graves (of course), and he had todeal with a commission that cited both the“dark, dreary horror – the lonely, desolatedude,” and the “gore, horror, and dissonance.”While a mix of Sci-Fi and horror was required,they moved towards the horror because,as Veca points out, many of the guns andcomputer effects carry the Sci-Fi element.It was also Veca’s wish to keep away from atraditional score; he wanted something “moreambient and textural.” The solution was atrawl through all his favourite soundtracksto find moments and techniques that mightapply to Dead Space. He sent Graves a bigsession of audio clips with instructions toorchestrate elements in that vein, but notto actually write any music or compose anysongs. All those elements were then recorded,with Graves conducting, in orchestral sessionsin Seattle and in Skywalker Sound, California.Graves then composed and created the musicfor Dead Space from the elements recordedin those orchestral sessions, in four moodlayers: creepy, tense, very tense, and chaotic.“You don’t really hear a lot of thematic music,”says Veca, “I didn’t want people to walk awayhumming a tune… So it was a different wayof approaching music composition, I think.”Don Veca, <strong>Audio</strong> Director on Dead Space.lund Speciallund Speciall ame Sound Speciallund SpeciallGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame Sound SpecialGame Sound SpeciaGame 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PRESENTED BY:lnd ecialGame SpecialGame Sound Sound Game SpecialGame Sound Sound SpecialSpecialBringing Entertainment Alive!Gam> same fear system as the music is – with oneimportant difference. The creepy ambi’ patchis more active when not much is happening.The advantage is two-fold. First, of course,‘creepy’ happens between the horrific bits –not during. Second, it lends itself perfectlyto the basic mixing technique of getting ridof unwanted sounds as main focus builds:crescendo, not cacophony, in other words.Another example is the surround reverb.At low fear, the music reverb is very presentin the rear, for a more open, ambient sound.As the fear level rises, that reverb is proportionatelylowered, ‘de-muddying’ the mix.Veca also notes a very system co-operativeapproach to visual effects. In Dead Spacethe audio system tracks effects and modifiesparameters during their life, as opposed tosimply firing a single effect at the start of adiscrete event and forgetting about it:“We were able to look at values inside thevisual effect at every frame and say ‘okay, it’schanged slightly, we’re going to change theaudio to match exactly what it’s doing’.”Tooled UpAs far as core audio gear in Veca’s studio isconcerned, we can start with Steinberg’sNuendo, an RME Fireface 800 interface, andBlueSky monitoring. “I wanted to do greataudio, but not overspend,” he says. And thenhe adds an interesting point to the great valuedebate: “I never want quality to suffer – we havetonnes of plug-ins and a lot of great software– but another employee, another head workingon the game, is worth a thousand plug-ins.”In plug-ins, Veca definitely has a fewfavourites from the Dead Space experience:“GRM Tools was just phenomenal. We usedthat for creating just weird, strange effectsthat you don’t normally hear. <strong>Audio</strong>Ease’sAltiverb is some of the best software that I’veever heard in my life… and Speakerphone– we used that a lot too. Brilliant stuff.”The Visceral Games team also used a goodselection of synths and outboard in the designfor Dead Space. Moog Little Phatty, KorgMS2000, Access Virus, Electrix Warp Factory,dbx, BBE, and more were all employed.Heavy BreathingThere are some very specific moments andenvironments in Dead Space that neededspecial attention. For example, the excellent‘Zero G’ (zero gravity) scenarios move awayfrom an orchestral music arrangement to an allsyntheticsoundtrack, “Using synths and digitaleffects,” explains Veca. “I wanted to give you asense of floating in space.”There’s also the de-pressurised areas – noair. “People were asking ‘what are you goingto do when there’s no air?’… I said ‘I’m goingto turn everything off because you can’t hearthings in no air’.” Though Veca did leave inanything that might be conducted throughIsaac Clarke’s equipment and body, and stillbe audible in his suit: muffled breathing,heartbeat, his own muffled footsteps, creaturehits, and so on. On entering de-pressurisedareas Veca employed real-time filtering to‘suck out’ normal sound in a very short time.Then again, on leaving the zone, sound rushesin and gets exaggerated: “It’s an explosion ofsound,” he says. “I wanted it to be as loud aspossible… from no sound to loud and ugly,and grating.” For this, Veca recorded the SanFrancisco BART train (Bay Area Rapid Transit):“The wheels squeal, they go crazy… I went onthe BART train with a Sony portable recorderand was standing between the two cars whileit was going under the bay… Where it says‘Do not stand between cars’… I stood there.”That's how horror movie characters get intotrouble…. ∫THE WINNER IS… (X20)Obviously we can’t know if Dead Space has won any more awardsfor audio between writing and going to press, but to the best ofour knowledge, here’s the 20 it has picked up so far…• BAFTA: Best Use of <strong>Audio</strong>, Best Original Score• Developers Choice Awards (GDC): Best <strong>Audio</strong>• AIAS (Academy of Interactive Arts & Sciences): OutstandingAchievement in Sound Design• GANG (Game <strong>Audio</strong> Network Guild): <strong>Audio</strong> of the Year, SoundDesign of the Year• Kotaku: Best Sound• Game Spot: Best Sound Design• IGN: Best Use of Sound (PS3)• GameSpy: Best <strong>Audio</strong>• Edge-Online: Best <strong>Audio</strong> Design• Game Focus Awards: Best Sound Design• NAViGaTR: Use of Sound, Sound Editing in Game Cinema,Sound Effects• Golden ‘Fro Awards: Best Sound Design• TeamXbox Game of the Year Awards: Best Sound• TGR Awards: Best Sound Design• Cody Awards: Best Sound• The Sixthaxis (TSA Awards): Best <strong>Audio</strong>.........................www.visceralgames.comINFORMATION<strong>Audio</strong> Director – Don VecaSound Designer – Dave FeiseSound Designer – Andrew LackeySound Designer – David SwensonMusic Composer – Jason Graves<strong>Audio</strong> Software Engineer – Jay WellsAUDIO MEDIA JULY 200929