Setting
the mood
Sound concept work can also aid
in defining and refining the general mood or tone of a game. Using another
example from Spider-Man: Web of Shadows, the city of New
York itself is transformed over the course of the game
from the bastion of metropolitan life into a war-torn, apocalyptic hell.
I
chose to chronicle this change via sound concepting, as I felt it would help me
develop the varied ambiences for the game and also give the rest of the team an
idea of the overall direction. As with other concepting work the first thing to
do is ask lots and lots of questions:
What's our neighborhood like? (rich and quiet, country setting,
suburban, frozen tundra, etc.) In our example, it's Manhattan:
busy, bustling metropolis.
What is the nature of this apocalypse? (nuclear weapons, war, alien invasion, etc.)
We've got a good ol' alien invasion here, but the invasion itself is a slow
subtle process, not a War of the Worlds type of attack.
How does the sound of our initial state compare to the end state, and
what is the sound of one becoming the other? Manhattan
transforms into an alien apocalypse...
When setting the mood across
game states, one method I employ is to create a simple chart detailing the key
characteristic sounds of each stage of the game, how they blend, and when new
types of sounds are introduced (see figure
3). This creates a map which can then be used to design sound components,
play them against each other, tweak their parameters, and add new elements.
Through experimentation, the sound for each game segment is developed and
manipulated to transition between these various states.
Figure 3: The sound chart
Once I created this map, and
checked out the concept art we had for the various stages in the game, I began
compiling and designing some of the elements I had sketched out in my chart. To
fully convey the transformation of the city from "normal" to "infected,"
I took the art I had received and made a movie crossfading between the various
states of the city, which I then scored with my audio concepts (see figure 4).
Figure 4: The
environmental change sound concept movie
This concept not only gave me a
sense of how the audio tone might change throughout the game, but it also
provided the rest of the team with an idea of how the game's design and visuals
would be reflected through the audio. This transformation from what we expect
in a Spider-Man game to something completely unique and foreign was very
important to the game, and very important for the team to understand
early.
Using my sound concept, which
in turn used early visual concepts, we were able to give the team an idea of just
where this game was heading. These exercises played an important role in
energizing the team about the project and keeping them informed and excited
about our direction.
This is perhaps one of the most
interesting effects and benefits of sound concept work: the impact it has on
other members of the team. So much of pre-production content is visual only,
and adding the extra dimension of audio to pre-production concepts can provide
the team with a unified vision of the game's direction and design during the
early stages of development. The result is that the team better understands the
game's direction early, and gets more enthusiastic about the project in the
process.
A secondary result is that the
team also becomes more interested in the sound of their game. On Web
of Shadows, once we began creating and sharing our sound concepts, I
noticed a dramatic increase in interest in regards to sound. I was approached
by numerous artists and designers with requests to create more sound concepts.
Ostensibly, they wanted their ideas to seem more polished by adding sound, but
these concepts each contributed in some way to the game's audio design by
giving me the opportunity to focus on developing and shaping what would become
many of the important elements within the game.
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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).