Creating an Environment
For our first exercise, let's
say we have a new game that will take place in an alien jungle. The first part
of any concepting work is to ask a lot of questions:
-
What is the jungle going to
look like?
-
Will it be quiet, or noisy, or
creepy?
-
Is it teeming with strange
life?
-
If so, is this strange life
hostile or friendly?
-
Is it insect, bird, plant, or some
other life form-based?
-
Does it respond and react
differently when the main character performs certain actions?
Based on direction from design
documents, lead designers, or a sound designer's own ideas, he or she may
create varied yet applicable versions of this alien world's soundscape. The
designer then compares these ideas, by playing them against each other and
evaluating what gels with the game's visual and gameplay design.
These concepts can also aid in
determining how to tackle various components of the audio design. For example,
what does that strange jungle life sound like in the morning, afternoon,
evening, night, or any other state changes the game may have?
Each of these
questions can be weighed against each other by creating numerous concepts to
explore these variations and the means to transition between them. By playing
with these concepts, the designer can begin to shape how he or she will design
the final sounds and trigger these changes in the game engine.
Developing a Character
The most memorable characters
are often defined within a game by their sound palette. A character's sounds
help project the illusion of whether he, she, or it, is fast, strong, magical,
eerie, or something else entirely.
Audio concept work can greatly
aid designers in constructing a palette of sounds appropriate for various
elements and themes within the game, including character design. By
experimenting with various possibilities for sounds, a designer can begin to
create useful groups of sound components which can then be used as building
blocks for sound design within the game.
In my most recent project, Spider-Man:
Web of Shadows, the city of New York
becomes infected by a strange symbiote goo, which we call ichor. This ichor
turns the citizens of New York
into vicious monsters, who in turn spawn more ichor and create more hideous monsters.
The ichor itself was a very
important thematic set of sounds to get right, so I chose it for sound
concepting work. Early in development, I was given a concept animation of what
the ichor may look like, and from it I constructed a palette of various sounds
which would give these various forms of the alien life. These sounds were created
after watching the movie numerous times and talking to various artists and designers
about their intentions for the ichor.
Figure 1: Ichor sound concept
I engaged in field recordings
and foley work to capture various appropriately slimy, gloppy, and gooey
materials. Since the ichor was also "alive" I wanted to inject some
subtle vocalizations into the movement as well, and did so with various human
vocalizations, as well as some pig squeals, cat growls, and my brother's dog,
Ke-K'oa.
I then "scored" the
concept animation with a mix of how I envisioned the ichor would sound in game
(see figure 1). This was a very early concept in production,
and now it is amusing to compare this concept to what we have in the finished
product. The creatures in the game do not sound or look at all like this movie,
but the concepting provided a realm for experimentation, helped solidify the
design of the ichor, and also created a library of sounds I could pull from
when designing our various symbiote-infected enemies.
|
It is also useful to compare your plan to previous entries in the same genre as your game with these concepts. You can then explain what you plan to do to improve upon what has been done in the past (either at your shop, or the competition's, either one).