Game Audio Flashcards
Producer
Has the final say on all matters with the game and answers only to company execs.
Audio Production
Responsible for sound effects, dialogue, environment ambiance, music & integration of sounds into the game. Handles field, dialogue, and foley recording
Level Design
Games with core system of game play, then multiple stages or levels are designed. Ex. IQ, Crash Bandicoot, Super Mario Bros
Art Team
Concept artists do paintings/sketches of characters and world. Modelers - objects, people, buildlings, 3D. Texture artists - colour and texture
Quality Assurance (QA)
Testers that look for bugs/glitches during gameplay over and over. Bugs that might crash the game/anything that take away from smooth game play - including audio related problems
Marketing
Department that decides when a game can be announced and how to present to the public
6 Production Phases
- Concept
- Design
- Alpha
- Beta
- QA
- Gold
Concept
Game in idea phase, before any real production work begins. Creating a clear vision for game type, story line, visuals, characters and game play to create Game Design Document
Game Design Document
Essential blueprint for video game that includes production schedules, and technical guidelines for memory and processor use.
Design
Characters, game components/levels are created with software, following the game design doc and concept art. Audio team is also working at this time following game design doc
Alpha
Game is somewhat playable and designers should be able to perform basic movements in-game. Process for integrating sounds into game through computer programming (Wwise) happens in this stage
Beta
Phase where the game really comes together, and the designers now see how the game will actually look, play, and sound
Quality Assurance PHASE
Where testers are doing most of their work and is the last chance to find bugs that might crash the game. All sounds should be in the game and the sound designer is just mixing, tweaking effects, and fixing bugs.
Gold
The final build of the game is referred to as Gold Master. At this phase, the game is locked in and can’t be changed
Middleware
Third party pre-made engines that can be mixed and matched. Middleware from different companies will require custom software coding in order for them to communicate
Game Engine
Keeps track of everything happening in the game, but isn’t directly responsible for generating visuals/sound. Elements in this virtual world are game objects
Game objects
Could be a creature, wall, vehicle, weapon, projectile, or anything else represented in the world. Each game object has a specific location in the world that is referenced on a x/y (2D) or x/y/z (3D) axis.
Positional location of game objects affects audio team - explain
Positional information of game objects is used to determine how sounds will be heard
Audio Engine
Handle when and how sounds will be played in a game. You can control volume, panning, EQ, but specialised controls include ability to randomise playback parameters and to help manage resources (memory & CPU)
Graphics Engine
Paints the picture shown to the player based upon where all the game objects are. Use a lot of processing power to render the visual fast enough so that gameplay remains fluid
Graphics Engine effect on Audio team
If a lot of CPU power is being used by the graphics system, then the amount of sounds that can be played at any one time may need to be limited
Physics Engine
Used to determine how objects in the game interact with other objects within a 3D environment - these factors can be communicated to audio engine to match
AI Engine
Artificial intelligence systems are used to determine how NPC’s within game react to what game player does. Audio example - if a player is detected by enemy, a different type of music can be played, letting player know he’s been detected
Behaviour
When a particular game call is received by the audio engine, a predetermined sound is played - not to be mixed with the term ‘trigger’