Latest News
spacer View All spacer
 
February 10, 2010
 
Analysts: EA On The Right Track At Last
 
GamesBeat@GDC Confirms OnLive, GameStop, PlayStation Home Speakers
 
Ubisoft Q3 Sales Edge Down, As It Ramps Up Big Franchises
spacer
Latest Features
spacer View All spacer
 
February 10, 2010
 
arrow Television, Meet Games
 
arrow Two Halves, Together: Patrick Gilmore On Double Helix [1]
 
arrow The Road To Hell: The Creative Direction of Dante's Inferno [20]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2010
 
Lineage 2 Interview - 'Freya Update Is Just a Beginning' - Pt.2
 
Fixing the GDC 2010 Schedule Builder [3]
 
Swashbuckling for Landlubbers: Why you may already be encouraging piracy! [20]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2010
 
THQ
Animator - Motion Builder (contract)
 
LucasArts
Senior Systems Designer
 
Trion Redwood City
<b>Sr. Brand Manager</b>
 
Telltale Games
Game Designer
 
Telltale Games
Senior Software Engineer - Core Technology
 
Airtight Games
IT System Administrator
 
Roblox
Apple Game Engineer - Kids' Virtual World
 
Roblox
Senior Web Engineer (front-end)
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
About
spacer If you enjoy reading this site, you might also want to check out these Think Services sites:

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Game Set Watch (the Group's alt.game weblog.)
News

  GDC 2008: The Crysis Of Audio
by Mathew Kumar
0 comments
Share RSS
 
 
February 20, 2008
 
GDC 2008: The  Crysis  Of Audio
Advertisement

GDC 2009 Coverage Sponsor:

Based in China with over 400 staff, Virtuos is one of the largest providers of outsourced production services to the games industry, specializing in 3D Art, Animation, Co-development, Engineering and QA.

Its international management team is led by Gilles Langourieux former Founder and Managing Director of Ubisoft China Studios and backed by Legend, the number one IT group in China.

Since its creation in late 2004, Virtuos’ clients include leading developers as well as 14 of the top 20 games publishers worldwide.

Website: http://www.virtuosgames.com

Although mostly famed for its near-photorealistic graphics, Tomas Neumann and Christian Schilling of Crytek, along with composer Inon Zur opened GDC 2008’s Audio track with a discussion of the decision to deliver the highest quality of audio to match the graphics of their recent release Crysis.

“We had to develop next-gen audio when most of our focus was on the graphics: that was a real challenge,” Neumann admitted, with Shilling joking that calling the session “the Crysis of Audio” was “just too easy.

They introduced the challenges that face audio designers -- not only competing within the game with the dominant requirements of the graphics, but also with the needs of simulating freedom in a real world, where players can easily break the intended sound design.

Using normal sound tools such as SoundForge initially, Crytek move on to a data-driven sound specification using a FMOD designer (“we can add and layer any behaviours to sounds that we wish,” said Neumann) and a central mixer, before the sound is integrated into their sandbox emulator for the game engine.

Crysis used 3,500 sound events, built from nearly 15,000 individual sound files, requiring over 30 gigs of uncompressed audio data, revealing that in the end about 1.7 gigs of the game DVD is audio.

Game Design and Audio

Schilling discussed the way in which the requirements of the game design lead the audio audio design using the example of weapons and vehicles : Crysis features 24 different weapons with different modes, requiring sound designers to deal with sounds for single shots, bursts of fire and guns indoors and outdoors.

Similarly, Crysis features both first-person and third-person viewpoints, requiring different sound design.

Shulling moved on to explain that the game featured 15 vehicles, and they quickly discovered they would have some of the most complex sound events, with each vehicle featuring many moving, sound creating parts, such as opening and closing doors, and could interact with ground materials, had burstable tires and other damage effects (requiring audio feedback.)

Immersive Music

But “to get immersion,” Neumann argued, “the best thing to use is music.”

Introducting Inon Zur, Neumann explained their intentions for the dynamic music score: a cinematic feel that reflects the player’s gameplay (not only when the enemy AI are “alert”) by using a system of nodes to avoid repetition.

“We actually stole this tech from our animators,” Neumann admitted.

Zur introduced himself: “the way I see music is the emotional and dramatic tool to drive the game,” and explained that he had “quite a challenge in Crysis,” with three factions, the US, Koreans and aliens all requiring their own, quite clashing, scores.

He described his choices: a traditional military score for the US, a more traditional, eastern score for the Koreans, and with the aliens, rather than go for the obvious decision to use electronic music, he decided to use “weird string effects” to create an alien sound.

Zur explained he combined scores to create a backdrop for conflicts: with a battle between the US and the Koreans, for example a bombastic, military sound with touches of flutes.

In game, with battles moving between levels of intensity, Zur created three cues that the game could crossfade – soft music for exploring the levels, speeding for initial encounters, before exploding into a full action score in massive battles.

Though the demonstration felt seamless, Zur said that they chose to hide these transitions behind sound effects wherever possible so it would never jar the player.

Physical Ambience

Ambient sound effects were created by marking areas across the map for ambient sounds, with certain areas overlapping or being inside each other, with levels of priority based on the player’s location. “Nature should react to the player,” said Schilling, and so the ambiance also required dynamic behaviour, with bird sounds ending when gunshots are fired.

Neumann discussed the difficulties of getting sound design to work with a physics engine, with it being incredibly hard to judge what players will do and how the physical world will react. They created a matrix of all possible sound effect interactions and ended up with over 36,400 entries, but even in Crysis, where they strived for realisim, they had to scale down significantly to optimise their code.

Clean Dialog

Neumann talked shortly about working with dialogue, advising that using clean assets (i.e. straight, unaltered voice files) was very useful, with effects such as radio noise added in engine, as it allowed assets to be reused easily in a variety of situations and to deal with script or story changes (something they deal with throughout the development of Crysis.)

In conclusion, they noted the positive response that their work on the audio had in reviews, when it was naturally expected all reviewers would talk about was the graphics.

“We were humbled by this,” beamed Neumann.
 
   
 
Comments

none
 
Comment:
 


Submit Comment