Audio
Content for Diablo and Diablo 2: Tools, Teams and Products
Diablo 2
Tools
The
success of Diablo made a few things quite clear - the public
would want a sequel, and this would be an opportunity to polish and
enlarge the world of Diablo which we had originally presented. The
low-budget guerilla production tactics of the original game were effective
and appropriate for a debut game which hoped to sell 200,000 units
at best, but with the title smashing charts worldwide and a sequel
positioned for similar numbers there was a need to upgrade our production
resources to do justice to our suddenly gigantic and global audience.
What was the heart of my Diablo tools, the ASR-10, remained and many
of its characteristic sounds, especially the choral and string patches,
figured largely in Diablo 2. I knew that just as making the
leap from sequencing "blind" on an external box to getting
a real visual interface from the PC had helped my composition a few
years earlier, so I also had to take the leap from cramming samples
into one machine to a real multitrack environment which provided me
with visual feedback. My first attempt at this was with a Pro Tools
882 interface running on a hand-me-down Macintosh. Perhaps we should
have invested in a newer Macintosh system, as I became much too well
acquainted with the cute "bomb" logo in my time attempting
to get it consistently working. Regardless, the instability and slowness
of the system proved disappointing, and the Macintosh lasted barely
a month in my office. Although the Macintosh is something of a standard
in the music and video world, I personally have found that the PC
standard has been infinitely easier to work with in this environment,
largely due to the relative ease of sharing content and technical
support when one standard is uniformly used. The two pieces of software
that ended up successfully hosting the majority of my soundtrack work
were Vegas, the multitrack companion to Sound Forge by Sonic Foundry
and Gigasampler by Nemesys. Keeping things completely digital meant
keeping things fast, which becomes very addictive. It allows you to
concentrate on the fun stuff. Unfortunately, I was too lazy to concentrate
on playing with compression on the way in.
During
this time, I indulged myself in a nice collection of toys ranging
from pedal steel guitar to bass flute, and was consistently happy
with the colors they would give me. The game ended up with roughly
80 minutes of music, and I gleefully helped myself to some libraries
if the content was good, notably the Spectrasonics' libraries. The
asian dulcimers are wonderful, as are the log drums on the Africa
library. The tracks where things went most successfully were almost
totally based on live source, constructing 8 bar loops out of the
work of percussionist Mustafa Waiz, with live Electric Bass and Fender
Rhodes piano on top. I listened to a few old Cuban records near the
beginning of this period, and definitely cultivated a strange love
for the maraca. Most tracks in Diablo 2 were built around a
blend of maracas and the human voice whispering or shouting. Favorite
sources for this sound were live, using the 808/909 rack emulator,
the Ensoniq percussion library, and Spectrasonics' Heart of Africa.
My favorite choral voices were from the ASR-10 libraries and the ubiquitous
Symphony of Voices. In the sound department, some Lucas source was
also used, with the trademark fireball being found in the portal-generation
sound. The Diablo 2 skill tree was a nicely sized task for
everyone directly involved, and it meant significant thinking through
almost one hundred miniature operas. This was some of the toughest
stuff in the game to get right, as skills can be used constantly and
repeatedly. If something is especially annoying, it can kill the game
experience.
Team
Scott
Petersen and Jon Stone were as important in the creation of the sound
for Diablo 2 as myself, if not much more so, and respectively
put in the best performances from a programmer and sound designer
that I have ever witnessed while working on an interactive product.
Jason Hayes also gave the game his touch with direction of Voice Acting,
with help from Tammi Donner. Jason, Glenn Stafford and Tracey Bush
also did great work on the cinematics, which were excellent as always.
It was really hard to look bad with this particular team, and the
anticipation of the title made it more comfortable of a development
environment than most groups might experience. The unseen team was
important as well - we dug deep into the libraries, and got some additional
help from Joseph Lawrence for the 100 or so object sounds in the game.
My favorite moments of teamwork in this project were recording the
destruction of produce with Scott Petersen and getting our few interactive
tunes working with Jon Stone at the end of the project.
Product
Bigger,
better, more lush, deeper - those were the orders in creating Diablo
2 and it demanded a systematic approach to content. When staring
down a 120 box skill tree and 108 individual levels, the appetite
for content is a fierce one, and filling those spaces put a heavy
load on many different people, myself included. The breakthroughs
which made the game happen were in the organization of content, rather
than inspired bursts of the content itself. Matching up sound content
to the new "component" based character art system did not
always seem glamorous, but it was truly satisfying to listen to some
of the final battles. Having the time to record a variety of potential
source for "swishies" is exactly the kind of luxury so many
products need but never get. Thought Diablo 2 was often more
an exercise in perspiration than inspiration, the final product was
something I didn't mind putting my name on.
Making
a surefire hit with a talented crew should only be a pleasure. When
the going got tough I would usually light a little candle under my
shrine to Don Simpson, recently departed Hollywood great. If I get
frustrated, bored, or simply angry that someone is displeasing the
muses, I simply ask myself "what would Don do?" Even though
the answer does not always consist of behavior which might be considered
healthy in a predictable sense, it generally gets me to the next sound
effect and the next tune.