L'Audio nel gaming - Francesco Libralon - Codemotion Milan 2014
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Transcript of L'Audio nel gaming - Francesco Libralon - Codemotion Milan 2014
The Audio Production on Video-Games
Francesco Libralon
Socio 93 Steps S.r.l.s.Manager di Produzione
CompositoreSound Designer
GAME AUDIO
Voice Acting Sound Effects Original Soundtracks
• Voice Effects• Dubbing
• Digital• Library• Foley
• Cinematic/Song• Genre• Virtual/Live
THEVOICE ACTING
THE VOICE ACTING
Dubbing
Example_1 Example_2 Example_3 Example_4 Example_5
VOFX_Voice Effects
THE VOICE ACTING
Example_1 Example_2 Example_3
THESOUND
EFFECTS
Digital/Synthesized Libraries Foley/Recorded
THE SOUND EFFECTS
THEORIGINAL
SOUNDTRACK
Cinematic or Song Genre Virtual or Live
THE ORIGINAL SOUNDTRACK
HOW A GAME SHOULD SOUND?OST/SFX/VO balancement
usually done in movies should be done in games
visual flow
FASI DI PRODUZIONE - MOMENTI SALIENTI
Audio Research
Production Start
Feedbacks
Production End
SOUND AND VISION
Artwork Script/Story I.P.
Sample_1 Sample_2 Sample_3
BEST CHOICE
AUDIO RESEARCH
START OF PRODUCTION
Incipit WIP Deliveries
FEEDBACKS
Timeline Single Referent Talk, not Listen
END OF PRODUCTION
Past Feedback Check Finalization
PRODUCTION CHAIN
FREQUENT ISSUESLack of Communication
High Requests-
LowBudget
Short Time
Audio Style Shift
CONCLUSIONS
The Communication is more important than you think!!
Poor Perception of the Audio Profession