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Chapter 6.9 Audio Design and Production abbreviated and then augmented by jeffery.

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Presentation on theme: "Chapter 6.9 Audio Design and Production abbreviated and then augmented by jeffery."— Presentation transcript:

1 Chapter 6.9 Audio Design and Production abbreviated and then augmented by jeffery

2 2 Audio Team The good old days all audio in a game done by one person bleeps and bloops, simple triggered audio file selection Commercial dev teams now often include dedicated professionals for sound design, music & dialog elements (on par with film soundtracks)

3 3 Audio Design Fundamentals Audio makes 1/3 rd of the entire game experience (T/F?) Create great sound & music Integrate into game: how?

4 IEZA (Huiberts, van Tol) 4

5 5 Audio Implementation Creating great sound & music is only half of the work Sophisticated audio design tools help designingsound.org, check out 6/2009 articles on essential books and websites

6 6 Sound Design Sound design Most interactive element of the audio design Sound libraries Essential tools for building soundscapes

7 7 Music Music provides emotional context for the game experience Music can be linear or non-linear (i.e. interactive) Both styles have advantages & disadvantages

8 8 Voice Over Production Becoming common in game production Budget for professional talent if you need a good voice over

9 9 Spatialized Audio Includes 3D audio & surround sound technologies Adds a sense of space & realism to the soundscape

10 10 Studio Savvy An understanding of audio theory & recording techniques is necessary to create great game audio Having the best gear available allows for the best output


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