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I. OUTLINE/OBJECTIVES This is your overview. It should contain a statement or two describing the goals and purpose of the audio for the game. It should also describe the audio's proposed styleand execution, as compared to the setting of the game. A good idea if you have time is to expand this entire section into a brief synopsis of your entire document, keeping to about a page or so. This mainly serves as a quick reference for those who wish to skim the design without having to wade through all the details. Think of this entire section to be only as detailed as one could figure out by observation, as if they were to be playing the game and discovering these things independently. 1. OVERVIEW
(setting in game)
(2-[n] optional, or as part of OVERVIEW if 2-[n] can be quickly and easily described) 1. MUSIC 2. SOUND 3. DIALOGUE 4. MISC.:
animations, promos, and so on [n.] [component] II. RESEARCH This section
can prove to be valuable in looking back at past experiments on the
project. Unless it's noted somewhere, it's easy to forget the details
on research that never made it into implementation. Where research does
turn into implementation, it's essential that you note it in this section,
even if it's described in simple terms. Define a set of rules: permutations, and boundaries (limits) as to how the audio works on a more detailed level. This section can be somewhat more technical if you prefer. So long as it's not looking like C++ , you're on the right track. The goal here is to clearly describe how your audio world is defined. As mentioned earlier, you can also think of this as your "audio environment". The subsections of this section should include at least A. Sound and B. Music Implementation. If you have speech files for characters, narration, and so on, then you must include a subsection for C. Dialogue as well. Here's an example: A. SOUND
EFFECTS ENGINE 1. Hamster
sound effects sub-engine: 2. Non-hamster
(alien) sound effects sub-engine: [n.] [component] and the same style for B, C, and so on, as needed. You may only need a small amount of detail, or several pages to describe your implementation. You'll have to revise and update your document often, as the game design changes, or you may find new problems you were unaware of in getting your design to become reality. Below, I have provided a real-world example of the audio implementation (III. A, B, and C above) for Impressions' upcoming title Zeus: Master of Olympus. Of course, in the actual document, the implementation is described on a highly detailed level -- but here I tried to just sum up each component in a line or two, just to give a sense of the possible complexity of audio design needed in a game (this particular design can probably be thought of as "intermediate" in complexity). This audio engine harnesses up to six distinct layers of sound, with some layers playing simultaneously and others on their own. Here is an abstract outline of the environment: Layer
0 Layer
1 Layer
2 Layer
3 Layer
4
Layer
5 In all, there are more than 1,200 files to manage in Zeus. About 800 of them are speech files -- and this is before localization! Again, in the real document, there has to be far greater detail provided. In the example above, there are several things missing: how the different layers work together, some actual design that needs to be implemented in certain layers (aside from just "playing" the sound file), and various other special cases with certain elements, permutations, and the like. Don't be afraid to push the envelope a bit here. Remember, if you can find the extra time, provide as much detail as possible to "fill in the cracks" of your implementation, trying not to be too vague in describing any area. Ask yourself, "how would I explain this to the designer? The programmer?" and so on. Strive for a universal but detailed description. Of course, how your implementation is decided upon and how you wish to detail it is entirely up to you and/or your team. Don't over-describe every little thing: this document shouldn't become your life's work! But the more you stick to it and the more detail you can provide, the less chance for ambiguity in the end product -- and the greater chance to detect bugs or weaknesses in your audio design.
[n]. 2.
User interface [n]. B. MUSIC [n].
If you have more than a few sound files -- and chances are you do -- a better approach is to reference the formal, working audio content list in another document. If your list ends up in the hundreds of items or more, it may be awkward to include it in your design document, especially if others need access to it. For example, what if you're sharing the list with a writer who needs to update lines of speech to be recorded on a regular basis? And what if that list is buried on page 24 in your document? And you brought a copy of the document home to work on over the weekend -- while the writer is updating the list in the office? There's always the temptation for local copies to be made when documents are shared, so avoid redundancy and confusion at all costs. It's essential to keep a single audio content list, especially if multiple people reference or make contributions to it. V.
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