Cut SceneGame Sound SpecialSpeciald Game Sound Sound SpecialSpecialGame Sound SpecialSound Game Game SpecialSound Game SpecialSound Game Game SpecialSound Game SoundSpecSLittleBigPlanetWho’d have thought a platformer could wow the modern games world in the wayLittleBigPlanet has? Paul Mac talks to <strong>Media</strong> Molecule’s Kenny Young about audio’scontribution to the Sack Boy sandbox.<strong>Media</strong> Molecule is an independentdeveloper with just under 40 staff,formed in 2006 by ex-Lionheademployees, off the back of an initialindependent success with a game called Rag DollKung Fu – mostly credited to Mark Healey.The team behind Kung Fu approached Sony withthe outline of another game, but this time with aSack Boy: LittleBigPlanet.In the strangely unreal realism of the gameworld,the irresistible cuteness and innocentpersonality of the oft-abused Sack Boy, thevastness and variety in the main game andonline community, and audio support judged toperfection, and you have one of the Playstation3’s biggest software assets to date. However, tryexplaining LBP to anyone who hasn't actuallyplayed the game and the conversation inevitablyends: ‘Look, it’s hard to explain – you just haveto play it to understand.’ But then, a degree ofexclusivity is how vibes are created.Planet <strong>Audio</strong><strong>Media</strong> Molecule was about 30-strong whenLittleBigPlanet development was in full swing,but since that time the ongoing commitment toadditional content for the game and number ofother ‘secret projects’ has swelled its numbers.Kenny Young is the audio guy at <strong>Media</strong>Molecule – he works with Matt Willis, the<strong>Audio</strong> Programmer. “I’m the audio creative onthe team,” expands Young. “I make sure that,Kenny Youngeven if I’m not creating the assets myself, I’mcommissioning composers to write the musicor getting in freelance sound designers to help.”For LittleBigPlanet, Young was responsible forall the original sound design, and some of theoriginal music.The music in LittleBigPlanet (a mix of originaland licensed) draws inspiration from the maintheme of the game – a trip around the world.The tracks are created and chosen to relate to theregion being represented. “The general directionI took was to embrace the slightly eclecticpresentation of the game,” Young explained.“And because the game’s about letting playerscreate their own things using the tools we’veprovided, they need a big library of tracks sothey can find something that fits the style or theemotion of the thing they’re creating.”To this end, another strategy for the musiccontent was to make sure that no two pieces ofmusic stepped on each other’s toes. One exampleis the game’s Mexican theme, where the spaghettiwestern genre, Mexican Rap, and a licensedtrack from the “Mexican equivalent of U2” are allfeatured. The game gave Young the opportunityto “play against people’s expectations”.Certainly a driving game or high-drama shootercould not get away with such liberties.Players can also pick up a variety of soundobjects to incorporate in their own levels. In fact,there’s a whole subset of player-created levelsdedicated to playing music, with such ingeniouscontraptions as triggers and sequencers used.Young predicts a greater number of thesesound objects for the future.Bing Or Bong?As mentioned before, Young was whollyresponsible for the game’s sound design.It would have been easy for Young to getaway with some very cartoony and clichédboings, beeps, and bangs, but it would havebeen a very poor relation to the brave realismthe audio actually brings to a small clothmanexploring places made from craft tableoff-cuts.Young explained that there were two distincttypes of sound to be considered. The firstdeals with reality: “We have a bunch of objectsand actions that happen in the game, whichare meant to be realistic – or at least plausible– and sound like they might sound in the realworld. An example of that might be the physicssounds… So whenever a bit of polystyrene landson the ground it makes an appropriate kind ofpolystyrene chunk sound. You can’t get a goodpolystyrene sound in a library, so that needs tobe custom recorded by me in the studio to fitthe implementation of the sound in the game.”It sounds simple, but there’s a lot of pressureon every sound in LittleBigPlanet as it relies verymuch on the movement of discrete objects,mostly without the convenient cover of wall-towallambience and incidentals.This pressure increases when you considerjust how much the audio contributes duringplayer level construction – itself an integral partof the game. Young: “It’s nice to have a piece ofwood or metal feel like a real piece of wood ormetal… When they’re building something andthey’re clattering bits together and cutting themup, that all has to feel just right.”On the other side, there are what Youngterms the ‘game-play sounds’. “They don’t reallyhappen in the game world. They happen maybesomewhere in the orchestra pit alongside theimaginary orchestra. The user interface soundsare another good example.” In this area, Young isfreed from the constraints of the real world, butthe sounds still have to fit the game. It’s this partthat Young (as most of us would) has difficultydefining: “I wanted them to fit the game,but quite how to describe that, I’m at a loss.”This is not an uncommon LBP problem. ∫............................INFORMATION<strong>Media</strong> Molecule www.mediamolecule.comKenny Young will be speaking at the upcomingDevelop conference in Brighton.For an extended version of this article, downloadthe Special PDF at www.audiomedia.com38AUDIO MEDIA JULY 2009
Cut SceneGame Sound SpecialSpeciald Game Sound Sound SpecialSpecialGame Sound SpecialSound Game Game SpecialGame Sound Sound Game SpecialGame SpecialSound Game SoundSpecSBattle Stations Pacific – music by Richard Jacques.Hunting ForThe Best SoundRichard Jacques explains to <strong>Audio</strong> <strong>Media</strong> why thereshould be no reason for game audio quality to be inferiorto that of films.Over the last sixteen years, the nameRichard Jacques has become synonymouswith high quality video game music.Richard started out in the industry as anIn-house Composer and Sound Designer at SEGAEurope, working on titles including Sonic,Jet Set Radio, Daytona and one of his personalfavourites: Headhunter.In 2000 he went out on his own and formedRichard Jacques Studios, based in South London.The key areas of the business are music composition(with an emphasis on orchestral music), recording,surround mixing, and music licensing. He’s in greatdemand from some of the world’s top gamesdevelopers and publishers to deliver in-game musicwith the same sound and quality as a blockbustermovie. It’s no wonder the walls of his studio arecovered with awards.He’s been using Prism Sound products for yearsand first used the ADA-8XR converter when recordingthe music for Headhunter: an 86-piece orchestra atAbbey Road. This was the first time the famous studioshad been used to record games music in this way.The ADA-8XR had just been launched onto the market,and Richard was one of the first to get his hands onone, direct from Prism Sound. In Richard’s own wordsit sounded “mind-blowing”. The game, and its music,went on to receive critical acclaim and won a place inthe hearts of gamers the world over. As a footnote:the Abbey Road engineers were so impressed thatthey kitted outRichard Jacques.every room in thebuilding with one.S o w h y g oto such lengthst o r e c o r dgames music?Why orchestratea n d r e c o r da f u l l - b l o w norchestra whenso many samplelibraries exist?To many outsiders, game audio is still very much abedroom business, with practitioners seen as keenamateurs. Richard is keen to scotch this myth fromthe start. “There’s no reason on earth why gamesound should not be as good as that found anywhereelse,” he said. “If I’m sat at home watching a DVD orBlu-ray movie playing on my PS3 or 360, it will soundgood. If I then take that disc out and start playing agame, which had probably cost me a lot more to buy,I want it to sound just as good.”Mass Effect – music by Richard Jacques.He’s seen a lot of changes in the industry over thelast few years. “The technology has really moved on,allowing us to do what we really want to do. Not justin terms of sound quality, but in real time mixingand effects, giving the best possible overall sound tothe player. I always want to do the best I can but inthe past the limits of the hardware could hold youback. That’s no longer the case.”He’s currently working on a major projectthat he’s keeping under wraps for the time being.But he says the demand for complex interactivemusical scores is higher than ever. “With respect, it’snot something a lot of film or TV composers wouldbe able to do; compose and orchestrate music thatchanges according to the actions of the player.Some have tried but over the years we’ve provenourselves. I have just about every musical samplelibrary going, but I still believe that nothing beatsrecording a live orchestra to bring the very best soundto a game. We’re using Prism Sound kit all the time.At first it was quite groundbreaking but todayit’s a given. ∫A MULTI-FRACTIONOF USESPrism Sound’s ADA-8XR and Orpheusprovide the highest quality andversatility for interface and conversion.Prism Sound’s ADA-8XR multi-channel modularAD/DA converter provides all the pristine soundquality you’d expect from the UK-based company,as well as a hugely versatile choice of interfaceand conversion options. The unit can be configuredas a 16-channel AD converter, a 16-channel DAconverter, or an eight-channel AD/DA converter.It doesn’t stop there though. It can also functionas a multi-channel FireWire interface, an AES/EBU/AES3/SPDIF digital to analogue or analogueto digital converter, a high resolution Pro Toolsinterface, or as an interface for a wide array ofother DAWs. The 8XR is ideal for music and soundrecording, mastering, broadcast, and postproduction,and has been used in many of theworld’s most revered studios.Providing a more affordable opportunity toharness Prism Sound’s world-renowned audioquality is the company’s new Orpheus FireWirerecording interface. Its design philosophy is ano-compromise approach to providing the bestsound quality available. The company statedits mission was to, “Get Prism Sound qualityconversion and mic preamps into a 1U box at a moreaccessible price point.” The dedicated FireWireinterface is compatible with both Windows andMac OSX, andoffers fourintegratedmic pres withswitchablephantom poweraugmentedby eight premium-quality AD and DA channels.For added versatility, output can be selectablebetween workstation bus or the Orpheusmixer itself.............................INFORMATIONwww.prismsound.comAUDIO MEDIA JULY 2009 – PROMOTIONAL FEATURE39