Prototyping
Prototyping is another area where sound
concepts are helpful as design tools. One area we completely
ripped out and overhauled in Spider-Man: Web of Shadows was combat.
Early
concepts looked into the use of slow-motion to emphasize Spider-Man's super
abilities, provide easier transitions between air, ground, and wall combat, and
make combat in general more dramatic. Slow motion would be used similarly to
bullet time in other games, giving the combat a more dramatic feel by bringing
the high action to a manageable pace.
I created a sound concept for
slow-motion combat to demonstrate ways which audio would help make combat more
dramatic as well. The benefit here was that even though our combat system would
be completely redesigned, we had an existing engine and an existing game we
could use to demonstrate the sonic enhancements we had in mind.
For this concept, rather than
create a completely new audioscape, I had one of our designers capture some
combat from Spider-Man 3. I took this footage, and added some sweeteners
and effects over it to help convey our ideas for how slow motion combat would
affect the game's sound. I then made a
movie which played the two versions back to back to give people a more overt
sense of how our game would differ (see figure
2).
Figure 2: Combat audio sound concept
My main alterations were the
use of a pre-attack "wind-up" sound for combat attacks while in
slow-motion, some pitch shifting, a specialized reverb, and a short delay with
a moderate feedback tail on the impacts.
While the sound and visuals were never
meant to convey how combat would actually be in Web of Shadows, the concept effectively demonstrated to the team
some of our ideas as to how we would design and integrate audio into the new
combat system once it came online and the Spider-Man
3 combat was completely removed from the game many months later.
While the team was very happy
with the slow motion concept and excited to implement it into the game, once we
began working on our combat scheme, we found that the constant extreme time
dilation actually took away from the game's pacing, so we opted for a much quicker
and more subtle slow down, which in turn negated this concept.
Slowing down the
gameplay and adding a delay to the mix bus no longer provided the dramatic
impact it was initially intended for, and in fact using these elements as often
and quickly as time dilation occurred made the entire mix sound muddy and
confusing.
However, design elements that
were created as a result of these experiments made their way into some of
Spider-Man's combat effects. Like any concept
work, sound concepts are not cast-in-stone directives, but are subject to
change or to be nullified based on internal or external factors. Yet the very act
of concepting helped create interesting ideas which we were able to use in ways
other than initially intended.
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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).