Play By Ear: Sound Design for Games | Sharon Kho, Gwen Guo

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Transcript of Play By Ear: Sound Design for Games | Sharon Kho, Gwen Guo

Play by Ear: Sound Design for Games

Sharon Kho and Gwen Guo Co-founders, IMBA Interactive

About Us• A small game audio company based in Singapore • Provide top-notch audio for game dev studios • Build game audio communities in this region

“An outsource-inhouse team”

A PARADOX?

Taipei Game Jam experience

‘Technical’ Team ‘Creative’ Team

Mostly programmers An all-rounded team

Prototyped multiple ideas Went with one single idea

Prioritise mechanics Prioritise narrative

Less game industry experience More game industry experience

How did the sound designer manage this?

?CREATIVE

TEAMTECHNICAL

TEAM

How did the sound designer manage this?

PRODUCTION PIPELINE

CREATIVE OWNERSHIP

KNOWLEDGESHARING

CREATIVE OWNERSHIP

IMBA CLIENT

Who does it belong to?

IMBA CLIENT

CREATIVE OWNERSHIP

Defining creative boundaries

Constants - Established IP - Target audience - Characters - Deadlines - Implementation - Music

Variables - Art style - Theme - Game designers

IMBA CLIENT

CREATIVE OWNERSHIPDefining creative boundaries

CONSTANT - Art style - Game designer

VARIABLE - Audio direction - Timeline - Implementation

SHARED KNOWLEDGE

Who? What?When?

Where? Why? How?

SHARED KNOWLEDGE

SHARED KNOWLEDGE

• PROJECT BASICS • Age group and demographic • Genre and Platform • Where are you/dev team located or based off? • Why are you making this game?

SHARED KNOWLEDGE

• TECHNICAL BASICS • How is the budget for audio like? • What is the game going to be developed on? • Tools and Middleware? • Filesize budget • When are the milestones and deadlines?

SHARED KNOWLEDGE

• GOING DEEPER • What do we want the players to experience? • Why are going in this creative direction? • Is there any other media we can take reference

from? • Your company’s branding and/or culture?

SHARED KNOWLEDGE

• THE TEAM • Who are the audio programmers • Who is the game designer? • Who are the animators?

PIPELINE

• Production Pipeline • Tools and Processes

• Communication Pipeline • Managing Expectations • Conflict Resolution

HOW?

PRODUCTION

Sound Asset (SFX,

VOICE, MUSIC)

Editing/Manipulating of the Sound

Asset Repository

Recorded Sound

(Ambience, Foley, Voice, Musicians)

Game Engine

Middle-ware

QA and Testing

IMPLEMENTATION

Audio Production Pipeline

Communication

Audio Dept. Your Players

Game Dev. Product Owner

Art Dept.

Other Depts.

Communication

Audio Dept.

Game Dev. Product Owner

Art Dept.

Other Depts.

Your Players😍😄

SIMPLE

DeveloperSound

Designer

Audio Team

Project manager

Artists/Animators

Game Designer Composer

Sound Designer

ImplementorProgrammers Producer

FULL BLOWN

Keeping the “pipes” clean

Promptness Honesty Clarity Be kind

Audio Team Project managerProducer

Manage Expectations

Individual A Individual B

Conclusion• Determine Creative Boundaries

• No such thing as TMI

• Establish/Tailor a Production and Communication pipeline that fits the project and team.

• Basically, no such thing as a “One Size Fits All” strategy

Q n Ahello@imbainteractive.com