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by Aaron Marks
Gamasutra
September 1, 2000

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Features

An Interview with Will Davis

Contents

An Interview with Will Davis

Sound Effects, Philosophy, and In-House Service

In-house service?

Yep, it's becoming more common and it's something I've been providing for a few years now, especially with sound effects creation, to provide a sound designer to work on the company's premises. It helps greatly with the implementation of the sounds and provides a much greater cohesion for the project. It's so much nicer for the programmer to be able to sit and talk face to face with the sound people whenever they feel the need, rather than having to wait to set up meetings or trying to explain an effect over e-mail.

Do you have a particular business philosophy?

Yeah right, a philosophical games musician. My only real guideline is that the client gets what they what, when they want it.


You do sound effects as well. How do they normally start for you?

One of three ways really, a nice friendly meeting with the team and brainstorm with them to create the effects list; I'm simply sent an effects list and told to get on with it or; I'm sent the game and asked to come up with the effects list and then create them. I don't mind really, whatever the client is happiest with suits me fine.

Do you have a personal sound effects approach?

That's easy, the question I ask is: Do they work in the game? It doesn't matter if the sound is realistic or over the top or even completely wrong if it works in the game and sounds and feels right, then it works.

Which effect libraries do you use?

Sound Ideas and Hollywood Edge are often good starting points but I have built up a huge custom library over the years. Most of the time it's much better to create new custom sounds for each project. Every project, even similar ones are different anyway. Although a games sound requirement might be almost identical to another game, the mood or feel of the game might be different, so the sound effects need to reflect that.

How do you charge for sound effects projects?

Again I'm very easy going, either per sound effect, or a single set fee to cover the project however many fx might be required, or even a monthly fee. I'm happy with whatever the client requires and is more comfortable with.

What advice would you give a developer/publisher when looking for audio?

Make sure the people you hire can do the job. The amount of times I've been called in to either finish a project off or to convert to different formats is rather scary. No, on second thought, keep doing it, I get loads of work that way! Mind you it would be easier if I was called in at the start. J Plan your audio requirements from as early as you can, if you're unsure, get a consultant in to help. This is particularly important if you're going to have a lot of speech.


What do you see as the best type of relationship between the audio folks and the developers/publishers?

A happy one, full of mutual respect that benefits both parties that allows the audio process to flow, or failing that, one that has some dialogue!

What do you see as the major difference between Europe and the US in terms of audio for games?

That's easy. Even now far too many UK companies still think audio is unimportant and only worth a few hundred pounds, even for a major project. It seems that in the US, the primary consideration for game audio is whether the audio is good or bad, in the UK the primary concern is price.

Do you mainly deal with European companies?

God no! I wouldn't be able to pay the bills if I only worked for UK companies! Other European companies, especially those in France, are run along the American line and appreciate the value of good audio. Obviously not all UK companies are this way, just most of them. I like working with US companies best, for the simple fact that they are far more positive, I guess it must be the weather or something.

What does your professional future hold?

Work wise I'm looking forward to GBA (Game Boy Advanced), Myself and Allister Brimble as Audio Arts are the best on the CGB so were are confident of becoming the best on GBA as well, it's going to be fun. Personally, I'm looking forward to Dolphin as I still play games, and Nintendo just make the best games.

Do you have any film or TV aspirations?

No, not really. I'd rather work on the next Mario game than work on the next Hollywood blockbuster. I'm a games composer and I guess after fifteen years, at least, a competent one. Games are far more challenging than a linear film or TV score, after all a film is just a long FMV (Full Motion Video) sequence. The only differences are that most games don't have the budget or time for a real orchestra or quality post-production to get the audio balance right. If I had to pick one difference between film and game audio, it would be the time spent on post-production, just taking that extra bit of time to get the balance between speech, music, ambience and spots just right.

What do you do for fun?

Apart from play games? Well I still do doorwork (working as a bouncer) from time to time as it's so completely different to sitting at a computer all day long. There is something quite relaxing about having a bunch of drunks try and kick your head in. I'm also trying to learn how to fight with broadsword & dagger, plus I teach martial arts so I keep busy.

I also invented a new sport, Jet Ski Jousting! Get a couple of jetskis, grab some friends, make up a couple of medieval looking lances (but padded, of course) and then charge at each other trying to knock your opponent off. It's great fun! I'm going to try to get into the next Olympics if anybody wants to email me for the rules, that's fine, hey perhaps someone can set up a USA team and we could have international jetski jousting tourneys. That would be cool!

On a final note, what do you attribute your success to?

Very strong coffee, a lot of luck and a willingness to be exploited.

Find out more about Will at his website www.will.vg or shoot an email in his direction at: fire@will.vg

Aaron Marks (aaron@onyourmarkmusic.com), when not interviewing game composers and sound designers, is actually one himself and is the proprietor of On Your Mark Music Productions. He is currently hard at work on projects for Havas and uWink.com and is authoring a book, The Complete Guide to Game Audio, to be published summer 2001 by Miller-Freeman Books.

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