|
|
Over the years,
I've worked on about 100 titles, 60 or so in a substantive way. I can distill
much of what I have learned from this in a short set of rules.
-
There will always be limitations. Hardware
limitations, space limitations, design limitations
you name it, and
it will be restricted at one time or another. The only resource that's never
limited is your ability to come up with creative solutions to these
problems.
-
Every drop of energy that goes into being discouraged
by the limitations of a particular project is energy taken away from making
a great sound design.
-
Know your role on the team. Projects need to
be driven by a singular, cohesive vision usually espoused by a producer,
lead designer, or director. Unless you're working on an "audio only" product,
audio is a supporting member of the cast; it doesn't lead the design. Audio
is no less important to the overall success of the project; but, it follows
and supports the design ideas and constraints defined by the project's singular
vision. The sound designer should become comfortable in this role so as to
avoid great heartache and suffering. However, this doesn't mean that there
is no opportunity for creativity. (See Rule 4.)
-
This is the "two things" rule. Most of the time,
you'll be taking direction from someone who knows less about audio than you
do. By saying this, I don't mean to denigrate the skill of the project director;
I'm just stating a simple fact. The sound designer is the expert when it
comes to the details of audio. Yet the direction for the sound design must
come from the person who is responsible the project's overall vision. Otherwise
the sound will not hang together with the product. My highly unscientific
experience has shown that a project director is unlikely to have more than
two identifiable design needs for any given part of the sound design. If
you, as the audio designer, satisfy these two things, you're usually free
to complete the bulk of the task with your full creative input. It's best
to know what these two things are before any significant amount of work is
done.
-
Run-time resources will always be shared among
different disciplines.
-
As soon as the artists or programmers figure
out how to use something effectively, it will no longer be available for
audio (for example, the CD-ROM drive on any game platform).
-
Making audio interactive is a team effort. The
application must be altered by designers and programmers to support interactive
audio. Team buy-in is essential because interactive audio, although very
valuable to a project, is more work for everybody.
-
The likelihood of audio becoming interactive
for any given product is inversely proportional to the amount of programming
that's required of individuals who are not specifically assigned to the audio
team.
-
It's far better to determine how the sound design
will interact with the world before you begin creating assets. Retrofitting
interactivity into audio designs, especially music, is difficult at best,
and severely compromised, if not impossible, at worst.
-
Leverage off of existing technology wherever
possible. If you plan to create new audio technology, use off-the-shelf tools
whenever you can. For example, I can't conceive of a scenario where it would
make sense to write your own MIDI sequencer. Programs such as Opcode's Vision
and Logic Audio are great tools. I can't even begin to speculate on how many
person-hours went into making them. It would be crazy to invest development
dollars in a "roll your own" sequencer. Rather, we need to create additional
tools that map out the territory that is unique to our endeavor. Such tools
should begin with the output of commercial tools such as a MIDI sequencer
and add functionality as needed.
|