Cut SceneGame Sound SpecialSpeciald Game Sound Sound SpecialSpecialGame Sound SpecialSound Game Game SpecialSound Game SpecialSound Game SpecialSound SpecAsset To The ProjectSimon Prytherch, CEO of Lightning Fish Games, has more than the average amount ofaudio and video content to deal with during a development cycle. Paul Mac finds out aboutstrategies for an easier life…Lightning Fish Games specialisesin family-orientated fitnessgames, with a twist.It’s rejected the traditionalapproach to avatars with thephilosophy that both imaginedcharacters and attempts atcomputer-generated ‘real’characters tend to alienatethe user. Its solution is tobring real video to the game,using in-house developedsystems and multi-camerashoots to create seamlessaction with real people.Simon Prytherch.The inevitable result, forboth audio and video, is a massivenumber of assets that need to bemanaged. Simon Prytherch, theCEO of Lightning Fish Games, has anumber of weapons in his armouryof solutions, some based on lessonslearned from the more traditionalmedia – film and television.However, the first step is probablythe most common denominator inA New Era For Game <strong>Audio</strong>?As technology improves, will this dampen or expand creativity in video game sound?John Broomhall looks at what the future might bring…Over the last couple of yearsthe vital importance ofdynamically controllingand manipulating audioin complex ways at run-time ingames has gained increasingrecognition – re-creating,re-purposing, re-shaping, re-mixing,re-compiling, re-ordering,re-engineering ‘on the fly’ accordingto game events and conditions,narrative stages, and the player’sactions – the equivalent of a fullyinteractive film mix.Let’s face it – it’s not until fairlyrecently in games we’ve had enoughraw computing power to play aroundwith. Prior to the current generationof game consoles was a longperiod where significant disparitiesbetween the technical capabilitiesof PC, PS2, and (the original) Xboxmade last-gen audio a headachefor cross-platform developers.But today’s major console games andcutting edge PC titles enjoy manyasset management: planning. “Weplan everything to the nth degree,”he explains. “…From shot lifts to theaudio scripts. They have to be lipsynched, and in multiple languages– six different languages, so moreaudio than video in somecases. For one video clip youmight have five or six audioclips to alter the mood andfeel of it.”The project that Prytherchhas just finished with –NewU, Fitness First PersonalTrainer (due to be releasedin September for Wii) – has acast of 36 different actors.The tool that brings all thiscontent together is an in-housesystem that, in its current version,is called Thor (previously Zeus…lightning themes, you see). Thorhelps the team manage assets fromingest to integration, which makesit an enviable piece of technology inany games environment. “It takes inless barriers to audio excellence.Practical issues over the control ofaudio can now be addressed in ‘realtime’e.g., multi-band compressionrunning ‘live’ can control dynamics.Then there are aesthetics – e.g., realworld acoustics with increasinglyhigh quality reverbs.But there’s also more potentialthan ever before for the creative,subjective, ‘non-literal’ use of realtimeaudio techniques with reactive,dynamic mixing, and constantlymorphing DSP treatments changingfocus and feeling, and providingcharacter and story exposition.This can potentially lead to newexpressions of creativity that gobeyond film sound. Why shouldn’tgames build on and furtherdevelop their own audio languageand grammar? Game audio hadan extremely creative beginningwhen much of it was symbolic andfigurative, limited heavily by very lowfitech. Then as technology enabledall of our rushes from our audio andvideo and then, using the editor andnotes from shoot days and recordingdays, processes it automatically. Italso allows you to edit it and describehow it is used in the game.” LightningFish has been asked about whether itwants to exploit Thor commercially,but issues like support, and distractionfrom its core role of making games,mean that’s not currently a pressingconcern.After planning comes the capturephase, and Prytherch explains thatthe sessions are run very much like amotion capture session, except withcameras. An important aspect at thisstage is the logging of sessions. “Weproduce a script, with all its directionnotes,” Prytherch continues. “…Butthat’s only half the file. During theactual sessions people make notesabout which takes we should beusing, and there might be notessaying ‘this doesn’t work because ofthis, so we’ve changed it to somethingincreasingly better quality sound,and more of it, our attention turnedto valiant scientific attempts tomodel and re-create the literal soundof the world, albeitoften a larger-than-lifeor stylised version. Thatapproach is of course,still valid and needssuperb executionas a bedrock ofsoundscape. However,we also realise thatin many instances,literal sound and a literal mix is farfrom what we want creatively – indramatic terms. That’s why we arefiguring out and exploring how ourlinear mixing techniques, approaches,and workflow can be available andimplemented as games are beingplayed and in response to the ‘live’input and actions of an unpredictablepublic. The rich heritage of moviesound creativity can always informand inspire, helping us answer theJohn Broomhall.else’. When our tools take that file,because of the way those notes arewritten, we can import a lot of thedata automatically.”A demonstration of the LightningFish asset process is one dimensionto Prytherch’s session at the Developconference this year. Another iscentred on roles within developmentteams – something else that he thinksfilm can contribute: “Those rolesare not appreciated in the gamesindustry, but we could learn a lotfrom what an <strong>Audio</strong> Director does,what a Script Writer does, and so on.”And this is where the technology canhelp – by separating creative rolesfrom technical roles, he thinks theindustry can create better games.∫..........................INFORMATIONwww.lightningfishgames.comall-important ‘why’ question – whyshould we change the sounds, themix, the focus, the perspective?Have we reached a new era ingame audio? It’s an alluringsound-byte. I think we arecertainly entering an erawhere it’s a given that wecan, and will, have technicalexcellence and high fidelitywith as many channels andas much run-time DSP as weneed. In such an era, whatwill differentiate gamesoundtracks is the power of ideas.The creativity that’s been with ussince those early 8-bit days willcontinually find new expressions andtake precedence over technologyconsiderations. ∫John Broomhall is <strong>Audio</strong> Director andConsultant of Broomhall Projects Ltd.with 16 years of experience in videogames. He will chair the <strong>Audio</strong> Trackat this year’s Develop conference.32 AUDIO MEDIA JULY 2009
Cut SceneGame Sound SpecialSpeciald Game Sound Sound SpecialSpecialGame Sound SpecialSound Game Game SpecialGame Sound Sound Game SpecialGame SpecialSound Game SoundSpecSPERFECTION WITHOUTPUSHINGSolid design advancements withGenelec’s 8000 MDE and 7000 LSE Seriesmeet the demanding world of gamesproduction.Pushing theBoundaries of Games<strong>Audio</strong> <strong>Media</strong> talks to DICE’s Stefan Strandberg about ideasand vision, and the biggest gun shoot in the world.DICE is a Swedish video game productioncompany based in the nation’s capital,Stockholm, whose fast paced Battlefieldadventure games benefit from the skilledattention of Stefan Strandberg and his audio designteam. Strandberg is the <strong>Audio</strong> Director on thecompany’s latest release – Battlefield: Bad Company 2,as well as its numerically deprived predecessor – bothof which are available for the Xbox 360, Playstation,and PC. Like many people who end up in the audioside of the video games industry, Strandberg was amusician first – but he was also a player of games too.“In the 1990s I started freelancing and I noticed thatpeople actually bought my sounds and started hiringme for my sound design,” he says. “So seven years agoI was hired by DICE.” The company employs a crew often people working specifically with audio – threeprogrammers and seven sound designers, each withtheir own area of expertise. “One specialises in voiceover, one on the vehicles, and one on the ambienceand so on,” says Strandberg. “We work on everythingfrom field recording all the way down toimplementation – and everything in between. We doa lot of recording together with professional fieldrecordists – here at DICE we are kind of rookies in thatarea! So we‘ve gotten help from professionals withinEA (Electronic Arts)” – of which Dice is a part.“We’ve worked with the EA people in the USA and someof the best sound recordists around – for example, onwhat I think was the biggest gun shoot in the world,we had 83 channels of recordings made withStefan Strandberg, DICE.everything from small portable recorders and videocameras all the way up to the best microphones andpreamps available. Equipment is secondary here; I’dsay that ideas and vision and implementation are inthe first room – rather than us being anal aboutequipment.” However, Strandberg is at pains to pointout that the company does take pride in deliveringhigh quality content, but feels that his is an industrywhere the execution and the idea are more importantthan the equipment used. Having said that, suitablemonitoring does play an important part in the audiodesign work. “We have Genelecs throughout thestudio – I’ve always used the company’s products,” saysStrandberg. “The 8030s – I really love those!They produce a perfect sound at the perfect level –you don’t have to push them.”Strandberg says that his team “really pushedsome boundaries in the audio department for afirst person shooter” with the Battlefield series,and elaborates on the difference betweencreating audio for a game and audio for a movie.“The fundamental difference is that there is a playerinvolved!” he laughs. “So if you don’t give theplayer any feedback, they wouldn’t be doinganything. The obvious answer is that film is a linearmedium whereas games are a non-linear one – andone of the first problems you encounter is how tocombat repetitions. You give the player a set oftools to interact with the game world – in our caseit’s a weapon – and the player is going to fire a gunone million times in ten hours. In a movie, everysound can be unique as it’s only played back once!You have to create a non-repetitive soundscapeusing something that is by its very nature repetitive.You need to expand on how you perceive soundand present different, subtle layers of variation.You can still perceive that the identity of the weaponis the same, but there are changes in how it soundsin different environments, for example. The morefreedom you give to a player the less control youhave over the player’s perceptions – you have togive them a toolset which allows them to identifywith, and navigate through, the story.” ∫Finnish-based speaker manufacturer Genelechas spent decades measuring, analyzing, andcalibrating its monitoring systems, both in itscustomers’ working environments and thecompany’s own testing chamber. Genelec believesthat, as modern digital production environmentsbecome more commonplaceand vast amounts of digitalaudio are produced, processed,and transported around theglobe, that the addition ofDSP (Digital Signal Processing)technology will allow speakermanufacturers to expandtheir toolset to reach ‘a new target resolutionfor acoustic calibration of monitoring systems’.All rooms impart their own audio signatureonto any monitor system – after all, a monitoris only as good as its acoustic integration intoa room. The advancements Genelec has madein the development of the 8000 MDE series and7000 LSE series products haveprovided significant performancegains, both in the test chamberand in conjunction with customercontrol rooms. Genelec’s new8200 and 7200 DSP Systems arebased on the solid foundationsof the earlier 8000 and 7000 series, and havebeen designed to be suitable for wide rangingapplications such as post-production in film andvideo, large and small broadcast environments,and the demanding world of music recording,mixing, and mastering. An extremely powerfulfeature of the Genelec DSP systems is automaticcalibration using the AutoCal algorithmwhich Genelec says ‘provides the industry’s firstintegrated process for the complete automatedmeasurement, analysis, and adjustment of everyspeaker in the network, enabling the engineer tocorrectly integrate each speaker into the mixingenvironment.’ AutoCal has the potential to savethe user hours of work and provides well-balancedresult in just a few mouse clicks. The company saysthat it is suitable for use even in the most difficultroom conditions.............................INFORMATIONwww.genelecdsp.comAUDIO MEDIA JULY 2009 – PROMOTIONAL FEATURE33