Introduction
A
video game based on the Scarface license was always going to be a huge
challenge to get right. The license itself has a huge following, not
only among the original fans of the movie, but among a newer more urban
audience who identify directly with the character of Tony Montana in
terms of their own experience of rising from nothing, particularly
among the hip hop community.
A great deal of
expectation surrounded the game all the way through production and
audio was certainly no exception to pressure and scrutiny. Everyone
involved, being huge fans of the license, made sure that they kept
themselves under enough pressure to get this game sounding the best it
could all the way through the project.
While we
knew we wanted to create a very ‘cinematic’ experience for the game,
the creative vision for the game from a design viewpoint was always to
‘Be Tony Montana.’ This meant not only getting the main character right
in terms of a vocal performance, but also all the things that
surrounded and reflected Tony’s personality such as the score, the
licensed music, the sound design and the final mix.
All
these elements had to represent Tony Montana’s point of view, and allow
the player to feel as though they really were this character. It is
fair to say from the outset that this was a character-driven audio
direction and that this gave us our cinematic approach.
Scarface: The World
is Yours
Developer:
Radical Entertainment
Publisher:
Vivendi Games
Development Time:
Three years
Sound Director:
Rob Bridgett
Sound Programmer:
Rob Sparks
Sound Designer:
Randy Thom
Sound Mixer:
Juan Peralta
Composer:
Marc Baril
Sound FX Editorial:
Mac Smith,
Roman Tomazin,
Cory Hawthorne
Voice Direction:
Eric Weiss, Rob King,
Chris Borders
The
entire development team varied in size over the course of the project,
at one point swelling to around 100 people. On the audio side we had a
Sound Director, Sound Implementer, Sound Programmer and the support of
our Advanced Technology Group who created, and maintained, all the
audio tools required for our work. Our sound department also comprises
of an internal recording engineer, a sound effects designer, Foley team
as well as editors and an in-house composer.
That
said, even with all those internal resources, there was a great need
for outsourcing on the project for editing, music licensing, voice
casting and voice direction in order to deal with the sheer quantity
and global scale of this audio production.
What Went Right
1. Dialogue
Designing
a flexible and reactive dialogue system that immersed the player was a
huge challenge, and one of the core game features we had to get right.
The dialogue had to be a cohesive part of the Scarface universe, so
inevitably there needed to be a certain amount of fowl language and a
great deal of humor.
Designer involvement with the
dialogue system was needed from day one of the project and we got this
support and involvement in the form of the project’s design lead, Pete
Low. Design was therefore involved in script and character development
for each and every character, particularly in establishing the
emotional range of dialogue that would be required from Tony himself.
Each
character that was designed had around 10 categories of reaction, and
for each of those categories they had around 10 variants of line that
could be played each time one of those events occurred. This meant that
each character had around 100+ lines, not to mention all the cinematic
lines and mission specific dialogue that were required. A great deal of
the additional dialogue for the in-game characters was written by
writers local to us in Vancouver, they essentially churned out a huge
quantity of situational one-liners for hundreds of characters resulting
in over 33,000 individual lines.
2. Recording
Getting the character of Tony Montana right was the core goal of the
dialogue; if this couldn’t be done, then we had no game. A grueling
process of auditions commenced in 2004, which encompassed the whole of
North America. There were only two or three sound-alikes that could
have fit the bill and these auditions were collated and sent off to Al
Pacino for final selection.
By far the finest,
and the one who was selected in the end, was Andre Sogliuzzo, who, as
fortune would have it, turned out to have been Pacino’s driver around
ten or so years ago, which gave him all the knowledge he needed to
accurately mimic the character of Tony Montana.
With Tony cast, it turned to the supporting cast around Tony to be of
as high a quality as we could get. Names like James Woods, Michael
York, Cheech Marin, Robert Loggia, Steven Bauer and Al Israel soon
began to mount up to what was eventually a great cast.
The
recording itself was split into several different phases based on the
three different locations for production and the three different times
we needed to carry out the recordings. Recording took place in our
studio in Vancouver, at Technicolor Studios in Burbank, and at Vivendi
Games’ own LA Studio early in 2005. We also had to record at various
other locations around the world depending on the location of the voice
artists we needed, such as The Sound Company in London where both Ricky
Gervais and Lemmy were recorded, J.A. Castle Studios in Syracuse where
Richard Roundtree was recorded, and Sony Studios in NY where Huey
Morgan et al were recorded. Myself or VO director Eric Weiss, Rob King
or Chris Borders would be on site to direct and do b-roll interviews,
and often the whole thing was done via ISDN where applicable.
One
of the great things we were able to do was to have all our notes on the
sessions entered directly into the script via laptop in digital form
directly into Excel and exported digitally to html files; this meant
that we were able to upload the unedited sessions and a digital version
of our session notes to our dialogue editors, where they could begin
editing right away. There were no hard to understand handwritten notes
and there was no need for the editors to be near a fax machine, this
meant that our dialogue editors could be anywhere in the world.
The
digital format also meant that for file naming the editors could simply
copy and paste the filenames from the digital script, rather than
having to manually enter the filenames from a printed page.
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