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Game audio is in good hands. After surviving the non-stop
and near sleepless pace of this year's Game Developers Conference,
there is absolutely no doubt in my mind that there is a multitude
of brilliant and talented individuals behind the wheel, driving
this particular niche of the market in a positive direction. Not
only are the veterans providing the experience and steady hand,
but the new bloods as well are contributing with their enthusiasm
and eagerness to dream impossible dreams. The music and film industries
are also beginning to find their place and all were present in force
at this memorable yearly gathering.
After five straight years in attendance, what really struck me
most was the immense sense of community we have in game audio and
in the games industry as a whole. Despite the quiet, yet fierce
competition between companies and individuals, you'd never know
it by the camaraderie this corner of the industry shares. I'm happy
to include many of the guys I compete with as friends and not surprisingly,
most others feel the same way.
Rod Abernathy, of Red Note Audio shares his observation: "There
were lots of new faces! It's great to see new sound designers and
composers at the conference, it really shows that we're growing."
Sessions
This year's audio sessions seemed to be a bit of déjà
vu for most of us, but that didn't stop the crowds from packing
in, hungry for new information. The GDC organizers, realizing the
growing popularity of the audio track, kindly accommodated us in
the Hilton's roomy Almaden Ballroom where we still managed standing-room-only
crowds for many of the sessions. Kudos to GDC for their foresight.
And, just when I was beginning to know my way around lovely San
Jose, the organizers announced that next year's conference will
be held in San Francisco, due to the lack of hotel space in the
area. (I hope they remember to give us a big room in the new digs.)
Session overlap was minimal, but there were a couple of tough choices
to make when planning the days activities. Luckily, most of the
audio track was recorded and is available for a mere $99 here on
the Gamasutra site--the next best thing to being there and a great
refresher for those of us who were.
Erik Kraber's audio keynote address, "Sound Design Methodology
of Medal of Honor", was an excellent session covering
the process for creating sound effects for this award winning series.
The scope of this type of project can easily become a nightmare,
yet Erik made it sound completely manageable with his experienced
approach. Alexander Brandon, Audio Director at Midway, summed it
up. "My favorite session was definitely Erik Kraber's keynote.
It provided insight to some of the best sound work done in games
and gave a lot of information away, using excellent examples of
how things were mixed."
A GDC highlight for me was the live orchestral panel discussion.
This particular subject has been included at GDC in each of the
past several years, but this year's panel was one of the best. The
lineup included some real heavy hitters--Steve Schnur, WW Executive
of Music for Electronic Arts; Chuck Doud, Audio Director at Sony
Entertainment Corp. of America; Simon Pressey, Audio Director for
UbiSoft Corporation; Scott Cuthbertson, former Tolkien Senior Producer
at Vivendi-Universal Games; and celebrated composers Jack Wall and
Chance Thomas. Discussion centered on such topics as the relative
strengths and weaknesses of orchestras in Los Angeles, Seattle,
Salt Lake City, and Europe, and of budgeting concerns.
Steve Schnur told the story of getting a bill for $600 worth of
chicken delivered for the orchestra on the first day of recording
Medal of Honor in LA. (He said he made sure they got "carrot
sticks" the next day.) Chuck Doud discussed the trade-off between
the flexibility and control in recording sectional stems, versus
recording an entire orchestra playing together which can "really
make the room hum." Simon Pressey discussed the need for a
strong conductor, emphasizing that the players have to absolutely
"respect the stick," otherwise they will look to the principal
violinist for session direction. Scott Cuthbertson talked about
the importance of setting the bar high, and related the tale of
selling his "leather-bound edition" vision for the Lord
of the Rings music to executives.
Jack Wall and Chance Thomas played examples of their live orchestral
work for Wrath Unleashed and Lord of the Rings, respectively,
and answered questions about challenges unique to writing and producing
live orchestral sessions. Highlights included Jack's endorsement
of multiple passes with a small number of professional voices for
a tight choir sound, and Chance's discussion of tonal sweet spots
and range-related limitations particular to various instruments
in the orchestra. All in all, it was quite an event.
Tommy Tallarico's, "How to Budget Audio" session was
also a favorite amongst the audio crowd. It can be a lot more complicated
than simply having some music and sound contracted and thrown into
a game. This list of items to consider when budgeting seemed endless
but Tommy got us all thinking on the same page. "The session
was a comprehensive look at every aspect of the audio budget. As
a composer, it is easy to forget about funds needed outside of the
realm of your creative fee. Tommy pointed out other line items to
include, such as studio time, music contractors, mastering engineers,
orchestrators, conductors, and a multitude of other line items.
"Notes from this session will be invaluable when I bid on my
next project.", echoed Chris Rickwood of Rickwood Music. Rob
Cairns, of Associated Production Music, continues, "This was
my favorite session. Tommy was very direct and open about his methods,
philosophies and experiences with many publishers. His personality
and presentation skills keep people's attention because he is passionate
and wants to do his part to enable others to be as successful as
he is. It's no secret, I relied heavily on my cheat sheet at the
GANG Awards, and Tommy inspires me to improve my presentation skills!"
An interesting straight audio panel was "The Virtual And Mixed
Media Orchestra for Game Music.", moderated by Doyle Donehoo.
This panel detailed some of the ways that multiple PCs can be used
to constitute the core of a modern composition studio.
For some time now, composers have been using PCs running applications
such as Gigastudio to replace racks of hardware samplers. But now
it is possible to do distributed processing using FX Teleport and
Steinberg VST System Link, for example. This allows you to have
a main digital audio workstation, with one audio interface, and
then have other PCs sharing some of the processor load for running
software synthesizers and samplers. The key is that these PCs don't
need their own audio and MIDI interfaces anymore; they just need
to be networked to the main DAW, simplifying the studio design.
Other highlights of the panel included noted game composers Bill
Brown and Jeremy Soule explaining their methods when using a virtual
mixed media orchestra to score their latest projects, Rainbow
Six 3: Raven Shield and Neverwinter Nights. "This
technology is about leveling the playing field," Jeremy Soule
said, "and about getting young people really into symphonic
music."
Martin Wilde, after missing last year's event, commented that it
was good to reconnect and was happy to be a part of the growing
mobile scene. "I found a number of the GDC Mobile sessions
very interesting. From multiplayer games to sales and marketing
to new distribution models and different development strategies,
this burgeoning area of the game industry will definitely continue
to grow over the coming years. I would have liked to see it more
incorporated into the mainstream of the show, but perhaps that'll
happen next year."
The "Audio for Mobile" session included panelists Thomas
Dolby Robertson of RetroRingtones LLC, Ted Cohen from EMI Music,
Brian Wolkenberg from Motorola and Leslie Chard, an attorney and
business consultant in San Francisco specializing in content development
and licensing. Questions were answered on topics ranging from ringtone
content creation to distribution, game development and selection,
content pricing deals and technology, digital rights management
and file sharing. The panelists' insight and diverse experience
in each of these areas made for a compelling and interesting session.
Another important session, "Cross-Platform Audio using Interactive
XMF" was billed as an intermediate lecture with Chris Grigg
from Beatnik, George Sanger and Martin Wilde as presenters. The
creation and implementation of interactive audio elements is frequently
frustrating and stressful. Programmers often wind up making decisions
the content creators should be making, and worse, the content creators
can wind up programming. Interactive XMF is an emerging standard
that will greatly facilitate the creation and implementation of
game audio. It is designed to allow all creative control to be put
into the hands of the audio artists by means of an intuitive interface
and simple scripting language.
Many proprietary interactive audio systems have been developed
over the years, but have never been disseminated to the larger game
audio community. This new file format is non-proprietary and platform
and language agnostic. It is also envisioned that the runtime engine
will run on any and all systems, from PCs and game consoles to PDA's
and cellphones, using a platform-specific Adapter Layer to access
the individual audio services of each device. "This is still
a work in progress and there is ample opportunity for those interested
to contribute to and provide feedback on the specification as we
finalize it's formation and adoption. We packed the place with over
70 attendees, the vast majority of whom signed up for IXMF updates
and/or IASIG IXWG membership.", reflected Martin Wilde.
Additionally, "The State of Non-Linear Audio for Interactive
Media" panel, moderated by Todd Fay; Andrew Boyd's "Audio
Director to the Rescue" lecture; Rich Goldman's "Audio
Business Issues Roundtable" and "The Hobbit, A
Case Study" panel where also talked about as worthwhile events.
" I must tell the truth, my favorite session was our panel
about The Hobbit because we had such a good time doing it. Thanks
to everyone who came to our talk." said Rod Abernathy.
Off Track
Not all of the audio business was being discussed on the audio
track. Peeking in on the 'Production' and 'Business and Legal' tracks,
found some gems waiting to be picked for those adventurous enough
to try something a little off the beaten path.
"What I did see was a good lecture off the audio track. Alex
Brandon's lecture on asset management and how programmers should
work with audio people was quite enlightening.", notes Jamie
Lendino. "The Interface: How to Create an Effective Audio Schedule",
featured in the Production Track, provided a great outline for producers
and composers to follow when laying out a project from pre-production
through its final completion. Alex advocated getting started early
by posing the question, "How do you get people to hear what
you're trying to accomplish and get them excited about it?"
This is a fundamental problem with audio, since, unlike the art
department, you can't just "prototype" sound the way you
can do art mockups--you have to basically produce a finished product
to show someone what it sounds like. He also gave tips on asset
management and budgeting along the way.
Marty O'Donnell, audio director at Bungie, talked about his favorite
off-track event. "My favorite session was John Carmack's keynote
address. He told us that audio for games was basically "done"
if only we apply all the processing power we have for graphics to
the audio instead. As soon as that day comes I'm going to take a
long vacation."
Catching up with Tommy Tallarico after our return to sunny southern
California, the "Music Publishing: A Primer for Game Developers
and Composers" panel had him the most excited. "BMI and
ASCAP are collecting money for game music which appears on things
like TV, movies, even radio. But, because these songs aren't registered
with them, they don't have anyone to give it to. What game publishers
need to do is create their own publishing companies, register their
music and collect this free money. UbiSoft has their own publishing
company. EA and Squaresoft have another company do it for them.
These guys know the value and are willing to take the steps to make
it happen. This panel was a great eye-opener for the industry and
I hope to see others take advantage of it."
Chris Rickwood was seen wandering the halls far from his comfort
zone in the audio track: "As a freelance composer, there was
a session that really interested me on the Business & Legal
Track. 'The Well-Fed Freelancer: A Survival Guide In 24 Easy Lessons,'
reminded me of how to be a better consultant and also introduced
some tips I had not thought about. Francois Dominic Laramee's experience,
quirky humor, and organized presentation provided an entertaining
and informative lesson. While the audio track does provide the 'Business
Roundtable,' I think a session like 'The Well-Fed
Freelancer' specifically targeted for audio contractors would be
a great addition to next years GDC."
Eric Doggett, of Doggett Studios echoes this last sentiment: "I
think we may start to see an introduction of audio sessions at future
conferences which relate more to the beginner/intermediate game
composer, rather than the multi-million-dollar-production composer."
There is definitely a growing need for this level of information--stay
tuned.
Audio Awards
As budgets grow, so does the quality of game music, sound effects
and voice overs. And so does the difficulty in choosing the best
game audio of the year. The bar is so incredibly high at this point,
and there is a mass of games hitting it solidly, we can all be proud
of our contributions.
The 4th Annual Game Developer's Choice Awards, the "Excellence
in Audio" award was presented Wednesday evening (by EA's Chris
Cross and Halo composer Marty O'Donnell) to Chuck Russom
for sound effects in Call of Duty. On an interesting audio
side note, the First Penguin Award, which recognizes "valorous
developers who test the water, sink or swim" was awarded to
Masaya Matsuura who pioneered beat-rhythm games, with groundbreaking
titles like Parappa the Rapper and Um Jammer Lammy.
You can't argue with their choices.
The 6th Annual Independent Games Festival was also in full bloom,
with 110 submissions, the organizers divided them into categories
for better representation of the independent game making populace.
Consequently, there were two winners of the "Innovation in
Audio Award", Anito: Defend a Land Enraged in the "Open"
category and Dr. Blob's Organism in the "Web/Downloadable"
group. They were both quite worthy and you can see for yourself
at www.aninoentertainment.com
and www.digital-eel.com/organism,
respectively. Did you know one of the other winners in the open
category had a 1.5 million dollar budget? Wow! The independent games
segment has taken an interesting twist indeed.
The 2nd Annual G.A.N.G. Awards were presented Thursday evening
in the Regency Ballroom of the Fairmont Hotel, to a packed house.
600 plus people were on hand to see the G.A.N.G. officers, Tommy
Tallarico, Jack Wall, and Clint Bajakian hand out awards to some
incredibly deserving talent. It was a monstrous event, filling two
and a half hours with award presentations, recognitions and some
great musical entertainment to liven the place up. Performances
by Steve Kirk and the Voodoo Vince band playing some cool
music from the game Voodoo Vince, LoudLouderLoudest! showcasing
version 2.0 of their video game classics montage, the OneUp Mushrooms
and their tasty rendition of classic video game tunes, the Rockin'
Hobbit Band and a performance of their Hobbit score, Alexander Brandon
and his standup impression routine, and game audio's newest friend,
Dweezil Zappa, ripping (that's a good thing, by the way) a game
music version of Van Halen's "Eruption" like you've never
heard it before.
Rob Cairns, of APM, gave his take on this year's event. "I
took particular notice to the incredible production that it was
compared to last year. And I was hoping people didn't actually think
the voting was rigged for Clint or Tommy. I can actually say that
Indiana Jones and the Emporer's Tomb is by far my favorite
console video game of all time. The engine is the easiest to control,
the music is absolutely top-notch and interactive as you play. I
think that it is natural that many of the very talented people who
created the awards program ended up winners, because they are just
that, very talented. As the years go by, I expect that more and
more people will join G.A.N.G., more people will vote, and the system
will be more refined. I truly see the awards show becoming more
and more important for the industry. I'm honored to have been a
part of it."
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