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		<title>Grand Theft Audio</title>
		<link>https://www.audiotechnology.com/features/grand-theft-audio</link>
					<comments>https://www.audiotechnology.com/features/grand-theft-audio#respond</comments>
		
		<dc:creator><![CDATA[Audio Technology]]></dc:creator>
		<pubDate>Tue, 11 Nov 2014 22:00:10 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Game Sound]]></category>
		<guid isPermaLink="false">https://www.audiotechnology.com/?p=72897</guid>

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<p>The post <a rel="nofollow" href="https://www.audiotechnology.com/features/grand-theft-audio">Grand Theft Audio</a> appeared first on <a rel="nofollow" href="https://www.audiotechnology.com">AudioTechnology</a>.</p>
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										<content:encoded><![CDATA[<section class="wpb-content-wrapper"><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<p class="p2"><span class="s1">Will Morton and Craig Connor have left the GTA V safe house to cruise the streets towing a giant-killing CV. The duo has clocked up over 30 man-years of experience creating sound, dialogue and music content for renowned developer, Rockstar Games. So that giant-killing CV sports titles like <i>Red Dead Redemption, L.A. Noire, Max Payne 3, Manhunt</i>, and of course, <i>Grand Theft Auto</i>. It’s an impressive track record, especially given the ever-growing world of GTA.</span></p>
<p class="p3"><span class="s1">Catching the duo as they contemplate life after Rockstar is a perfect and rare opportunity to discover what it’s like working on iconic titles for the world’s most famed developer.</span></p>
<p class="p3"><span class="s1">Both are naturally immensely proud of the company’s achievements. “It was fantastic to work with such amazing talent in such high concentration, with everybody on the same page, focused on the same goal, and making the impossible, possible,” said Conner. “People would be blown away by what another department had managed to do and it just gave everyone the thirst to push themselves and the game further. Always asking yourself, ‘How can I give the player more?’<span class="Apple-converted-space"> </span></span></p>
<p class="p3"><span class="s1">“Working at Rockstar Games wasn’t just a career, it was a way of life — most of my colleagues are still my best friends today. We achieved success through passion, dedication, talent and time. Working on large projects like the <i>GTA</i> games is certainly made easier by the fact I’m obsessed with sound. But as well as having an eye for detail, you also have to see the bigger picture. In fact, I’d bet that on a lot of projects it’s the audio team who know most about the game as a whole. Dealing with sound means you need to know everything that’s in the game!”</span></p>
<p class="p3"><span class="s1">Will Morton concurs: “I learned a hell of a lot at Rockstar — it’s really true that if you work with good people, you’ll learn good habits. There’s never any room for complacency — there’s always something new to learn, and as technology changes constantly, our skills should develop too. Probably something that people don’t really think of as being important when starting out in game development is how vital your organisational skills and discipline will be — especially when you’re working with hundreds of thousands of assets, across different time zones and multiple locations.</span></p>
<p class="p3"><span class="s1">“Naturally, aspiring audio people are invariably creatives and may be shielded from anything ‘non-artistic’ when working on their own projects. And managing to hit deadlines while you’re doing the impossible isn’t a skill you envisage needing while studying sound production at college. But there’s no way we would have been able to do what we did with the audio for the <i>GTA</i> series without being absolutely precise in our planning and organisation. Latterly, managing dialogue from start to finish became my sole responsibility. To get a sense of the scope, consider how the dialogue requirements grew — for instance <cite><strong style="background: #ffee4b; color: #000000;">GTA IV had about 80,000 lines of in-game dialogue but GTA V (on the same hardware) had over 150,000 lines.</strong></cite></span></p>
<p class="p3"><span class="s1">“As well as being fortunate to have worked at such a level on so many high profile games for so long, it’s been amazing to have seen the developments from the PS2/XBox days through PS3/XBox360, and onto the current gen. I can’t wait to see what the end of this videogame hardware generation is going to look and sound like!”</span></p>

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</div></div></div></div><div class="aio-icon-header" ><h4 class="aio-icon-title ult-responsive"  data-ultimate-target='#Info-box-wrap-3988 .aio-icon-title'  data-responsive-json-new='{"font-size":"","line-height":""}'  style="">CRAIG CONNER</h4></div> <!-- header --><div class="aio-icon-description ult-responsive"  data-ultimate-target='#Info-box-wrap-3988 .aio-icon-description'  data-responsive-json-new='{"font-size":"","line-height":""}'  style=""></p>
<p class="p2">Craig’s career in videogame audio spans over 20 years. Since composing the soundtrack for the original <i>Grand Theft Auto</i> in 1997, Craig (former Music Director for Rockstar North) worked closely with Sam Houser, co-founder of Rockstar Games, on the critically acclaimed soundtracks for the entire <i>GTA</i> series. More recently, they produced the interactive score for the record-breaking <i>Grand Theft Auto V</i>. During his career, Craig has worked with stellar composers such as Edgar Froese of Tangerine Dream on <i>GTA V</i> and BAFTA soundtrack award winners Andrew and Simon Hale on <i>L. A. Noire</i>.</p>
<p></div> <!-- description --></div> <!-- aio-icon-box --></div> <!-- aio-icon-component --></div></div></div></div><div class="vc_row-full-width vc_clearfix"></div><div data-vc-full-width="true" data-vc-full-width-init="false" class="vc_row wpb_row vc_row-fluid wpb_animate_when_almost_visible wpb_fadeInLeft fadeInLeft vc_custom_1670813230870 vc_row-has-fill"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="aio-icon-component    style_1"><div id="Info-box-wrap-7093" class="aio-icon-box default-icon" style=""  ><div class="aio-icon-default"><div class="ult-just-icon-wrapper  "><div class="align-icon" style="text-align:center;">
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<p class="p2"><span class="s2">With 12 years’ experience in videogame audio production, including Dialogue Supervisor &amp; Senior Sound Designer for Rockstar North, Will has been responsible for the award-winning dialogue and sound design for many high-profile games, most notably the <i>Grand Theft Auto</i> series. As well as being an experienced music producer, Will has also enjoyed success creating sound for the film industry.</span></p>
<p></div> <!-- description --></div> <!-- aio-icon-box --></div> <!-- aio-icon-component --></div></div></div><div class="wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1670813296733"><ul class="smile_icon_list right square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-open" ></i></div><div class="icon_description" id="Info-list-wrap-1075" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-1075 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-left-width: 1px;border-left-style: dashed;border-color: #333333;"></div></li></ul></div><h2 style="text-align: right;font-family:Playfair Display;font-weight:700;font-style:normal" class="vc_custom_heading" >RAGE calculates and tracks about a thousand virtual sounds or voices at any one time, 96 of which will be rendered in the mix</h2><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1670813302771"><ul class="smile_icon_list right square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-close" ></i></div><div class="icon_description" id="Info-list-wrap-8010" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-8010 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-left-width: 1px;border-left-style: dashed;border-color: #333333;"></div></li></ul></div></div></div></div><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div></div><div class="vc_row-full-width vc_clearfix"></div><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<h4 class="p4"><span class="s3"><b>TUNING IN</b></span></h4>
<p class="p2"><span class="s1">As the name implies, much of <i>Grand Theft Auto</i>’s gameplay is spent hopping from one hot car to the next. But cruising downtown in a boosted four-door coupe isn’t quite the same without some East Coast rap on the stereo. One of GTA’s most popular audio features is the virtual in-car entertainment. There are 17 radio stations players can flick between, so they can bob along with their homies to N.W.A’s <i>Appetite for Destruction</i>, or wind the windows down and have a gang sing-along to Queen’s <i>Radio Ga Ga</i>. There’s even talkback radio, spoof DJs, advertisements, jingles and phone-in guests. Some of the stations are curated by artists, and Flying Lotus is so into it, he’s updating his FlyLo FM station with more exclusive game-only tracks for the reissue. </span></p>
<p class="p3"><span class="s1">It’s a rich musical environment in itself, but there’s also an adaptive non-linear, interactive score — equivalent to about 12 albums’ worth of music — created by German electronic music group, Tangerine Dream, that underpins the entire game.</span></p>
<p class="p3"><span class="s4"><b>Conner:</b> “We’ve always been fans of the band and having licensed a few of their album tracks on previous games, we knew their sound would complement our vision for <i>GTA V</i>. When we approached them to work with us on an interactive score, we gave Edgar Froese a demo of the game and he loved it. Both he and wife and artist, Bianca Acquaye, visited us at the Rockstar North studio a few times to discuss the scoring process — it was so important they had a true experience of the game, and got a real feel for it, before starting work. Edgar heard a prototype interactive score track we had working on a few <i>GTA</i> missions and knew exactly what to do from there. The man is a legend and bringing his sound into this new interactive technology was very exciting. It helped that Edgar has already scored countless films, so he knew exactly how to convey the emotion for each mission.”</span></p>
<p class="p3"><span class="s1">With a mind-boggling amount of both licensed and original music in play, mastering the music was always set to be a significant challenge, as Conner explains: “Levelling off so many different styles of music with hundreds of tracks that can literally flick from one to another anytime the player decides, is no easy feat. I’ve been mastering music for over 20 years so I’ve learned a trick or two, but <i>GTA V</i> did pose a challenge for a number of reasons.</span></p>
<p class="p3"><span class="s1">“Every licensed track pre-1999 was easy; everything after 2008 was a volume-war. I had to de-master tracks as they were already crushed to the limit. I deliberately processed the radio content a lot more than on previous games in the series so players could hear a clear difference between the score and the radio.</span></p>
<p class="p3"><span class="s1">“As far as consistency on the radio goes, this time round the DJ dialogue turned out to be the biggest job. We recorded them in so many different locations; we even recorded one actor in their own home. To complicate things even more, a number of different mics were used, which meant each recording sounded different.</span></p>
<p class="p3"><span class="s1">“I really wanted the DJs to sound mega-bassy, like real radio, but I had to pull back on that in the mix because it was taking over. I couldn’t allow the DJs to have more punch than an explosion, so it was all about giving the radio and score its own place in the mix. As <i>GTA V</i> has multiple sounds in a huge, living world, I had to pull out some frequencies in the music across the board, in order to give the player a good overall sound and eliminate ear fatigue.”</span></p>

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<p class="p3"><b>Monitoring:</b> Dynaudio Air 6, Yamaha NS10, Genelec 8040A</p>
<p class="p3"><b>Preamps:</b> API 3124, Avalon M5</p>
<p class="p3"><b>Microphones:</b> Neumann U87, Rode Classic II, various shotgun mics</p>
<p class="p3"><b>Software:</b> ProTools HD</p>
<p class="p3"><b>Plug-ins:</b> Sonnox, Waves Platinum, TC Works, NI Komplete, Focusrite d2 &amp; d3, IK Multimedia T-Racks Deluxe, Audio Ease Speakerphone, Izotope RX4, SynchroArts Revoice Pro, Camel Audio Alchemy, U-He Zebra, LennarDigital Sylenth1, and Spectrasonics Stylus RMX, Atmosphere and Trilogy.</p>
<p class="p3"><b>Morton:</b> “Craig is at home with ProTools, whereas I like a combination of Reaper for editing and manipulation, and Renoise for composition. I know that Renoise’s tracker interface is a bit cryptic to anyone used to the ‘traditional’ DAW, but as someone who uses both styles of software I know that certain tasks can be done in Renoise twice as fast as anything else — entering data in a tracker comes as naturally as writing my own name. Between ProTools, Reaper and Renoise we have all bases covered, whether it’s creativity or productivity.”</p>
<p class="p3"><b>Ancient Outboard Gear:</b></p>
<p class="p3">Korg Mono/Poly — Conner: “I wrote <i>GTA 1</i> and <i>Manhunt</i> using mainly this keyboard, but it’s just a piece of furniture now, I will have to get rid of the old dog eventually.”</p>
<p class="p3">Roland Alpha Juno — Morton: “I’m an old raver, and the Alpha Juno was one of the first pieces of kit I bought in the early ’90s and was key to ‘my sound’ back then. I know it inside out and back to front.”</p>
<p></div> <!-- description --></div> <!-- aio-icon-box --></div> <!-- aio-icon-component --></div></div></div><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div></div><div class="vc_row-full-width vc_clearfix"></div><div data-vc-full-width="true" data-vc-full-width-init="false" class="vc_row wpb_row vc_row-fluid wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight vc_custom_1670813777669 vc_row-has-fill"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="576" src="https://www.audiotechnology.com/wp-content/uploads/2022/12/3544-pichi-1.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="3544-pichi" srcset="https://www.audiotechnology.com/wp-content/uploads/2022/12/3544-pichi-1.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2022/12/3544-pichi-1-800x450.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2022/12/3544-pichi-1-768x432.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2022/12/3544-pichi-1-600x338.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div><figcaption class="vc_figure-caption">Grand Theft Auto features a style of game-play affectionately known as ‘sandbox’ play, where the player can roam freely in an exquisitely detailed virtual world — discovering, exploring and interacting with thousands of characters, objects and vehicles in between undertaking specific story-driven missions.</figcaption>
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</div></div></div><div class="wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588588672"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-open" ></i></div><div class="icon_description" id="Info-list-wrap-2339" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-2339 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div><h2 style="text-align: left;font-family:Playfair Display;font-weight:700;font-style:normal" class="vc_custom_heading" >Working at Rockstar Games wasn’t just a career, it was a way of life</h2><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588603972"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-close" ></i></div><div class="icon_description" id="Info-list-wrap-6034" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-6034 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div></div></div></div></div><div class="vc_row-full-width vc_clearfix"></div><div data-vc-full-width="true" data-vc-full-width-init="false" class="vc_row wpb_row vc_row-fluid vc_custom_1595296124081 vc_row-has-fill"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-8"><div class="vc_column-inner vc_custom_1595990674300"><div class="wpb_wrapper"><div id="bsa-block-970--450" class="bsaProContainerNew bsaProContainer-86 bsa-block-970--450 bsa-pro-col-1" style="display: block !important"><div class="bsaProItems bsaGridNoGutter " style="background-color:"><div class="bsaProItem bsaReset" data-animation="fadeIn" style=""><div class="bsaProItemInner" style="background-color:"><div class="bsaProItemInner__thumb"><div class="bsaProAnimateThumb" style="display: block;margin: auto;"><a class="bsaProItem__url" href="https://www.audiotechnology.com/advertise?sid=86&bsa_pro_id=864&bsa_pro_url=1" target="_blank"><div class="bsaProItemInner__img" style="background-image: url(&#39;https://www.audiotechnology.com/wp-content/uploads/bsa-pro-upload/1698893259-Fender_Tone-Master-Pro_DA.jpg&#39;)"></div></a></div></div></div></div></div></div><script>
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			<h4 class="p4"><span class="s3"><b>COUNTING VOICES</b></span></h4>
<p class="p2"><span class="s1">Talking about talking, recording GTA V’s dialogue is a mammoth production in itself. With not only 150,000 lines of script to record, but 700 actors voicing them, it’s probably the longest line of credits you’ll ever see.</span></p>
<p class="p3"><span class="s1"><b>Morton:</b> “The process starts very early in development and continues right to the end. Really, you could write a book about it, but in summary, the game city demographics are looked at and the ‘virtual’ population decided on — which types of people are needed, the areas they live in, and so on. Models are made for the ‘peds’ (pedestrians) and then we set about planning voices. Dan Houser, co-founder of Rockstar will come up with a mini-character brief and backstory for each one, which then goes to the ped writing team who create a bespoke script for each one — about 200 lines of dialogue on average. The actors are cast, and recording time booked. Dealing with about 700 actors means recording peds has to begin months before the game is complete. And there are often revisions as game features continually evolve during development.</span></p>
<p class="p3"><span class="s1">“We ran several large recording sessions throughout production, often recording 100 peds in a week (most only take an hour). We had three studios working simultaneously; each one with a director from Rockstar present plus an audio person like me to ensure what’s recorded is exactly what’s needed. As well as getting actors in and out on time, the producers make sure everything runs smoothly. After recording comes ‘take’ selection, and then the lines are edited, each voice mastered and the lines added to the game. It’s kinda manic sometimes, but Rockstar has been building huge scale games for years and the New York production team is expert at this stuff.” </span></p>
<p class="p3"><span class="s1">Central to the believability of <i>GTA</i>’s dialogue is its street cred. Not many script writers can grasp the slang of one gang, let alone an entire population as diverse as Los Santos, San Andreas — so Rockstar just hired the real deal.</span></p>
<p class="p3"><span class="s1"><b>Morton:</b> “Dan Houser, Michael Unsworth and Rupert Humphries wrote <i>GTA V</i>. There’s always a huge amount of detail put into the characters from the main players through to the pedestrians that walk the street. Dan has always gone to great lengths to make sure that populations are as varied as they are in real life, and that even the smallest character amounts to more than just a ‘random guy on the street’. When we recorded the gang peds, some of the actors would actually be gang members in real life and would let us know when lines in their script were things they wouldn’t say. We always ended up with fantastic results when guys like that would take the script and make it their own.<br />
“We’ve found, in general, whether it’s for a game or for a movie, you’ll get far better results when you treat your actors like humans — they are assets rather than tools. Actors can often bring things to roles you haven’t anticipated, and while as director you have the final say, you’ll often get nuggets of ‘performance gold’ by working <i>with</i> actors rather than just commanding them. After all, they want to do their job well.” </span></p>
<p class="p3"><span class="s1"><b>Conner:</b> “For the main player characters in <i>GTA V</i>, we used a great deal of motion capture — the actors would physically play out the scene together and their movements, facial expressions, and dialogue would all be recorded together. When you can capture an ensemble performance with the right actors you get incredible results — far more detailed than recording everything separately. It’s obviously a lot more resource-heavy than the old way where we didn’t capture that data, but definitely worth it. Ned Luke, Steven Ogg and Shawn Fonteno’s performances really brought their characters to life.”</span></p>

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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="683" src="https://www.audiotechnology.com/wp-content/uploads/2022/12/IMG_1208-pichi-1.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="IMG_1208-pichi" srcset="https://www.audiotechnology.com/wp-content/uploads/2022/12/IMG_1208-pichi-1.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2022/12/IMG_1208-pichi-1-800x534.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2022/12/IMG_1208-pichi-1-768x512.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2022/12/IMG_1208-pichi-1-600x400.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div><figcaption class="vc_figure-caption">Morton’s main weapon of choice for the soundtrack to GTA I and Manhunt. These days it’s mostly just another piece of vintage furniture.</figcaption>
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</div></div></div><div class="wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588588672"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-open" ></i></div><div class="icon_description" id="Info-list-wrap-3483" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-3483 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div><h2 style="text-align: left;font-family:Playfair Display;font-weight:700;font-style:normal" class="vc_custom_heading" >Levelling off so many different styles of music that can literally flick from one to another anytime the player decides, is no easy feat</h2><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588603972"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-close" ></i></div><div class="icon_description" id="Info-list-wrap-9902" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-9902 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div></div></div></div></div><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-10"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="vc_row wpb_row vc_inner vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="576" src="https://www.audiotechnology.com/wp-content/uploads/2022/12/gtav_1061-pichi-1.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="gtav_1061-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2022/12/gtav_1061-pichi-1.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2022/12/gtav_1061-pichi-1-800x450.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2022/12/gtav_1061-pichi-1-768x432.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2022/12/gtav_1061-pichi-1-600x338.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div>
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			<h4 class="p4"><span class="s3"><b>ALL THE RAGE</b></span></h4>
<p class="p2"><span class="s1">In a game like <i>Grand Theft Auto</i>, most everything you see makes a sound — people on the street, birds in the sky, cars in the distance… the coffee cup hitting the floor as a man flees a gunfight. The mix and 3D positions of these sounds relative to the player’s orientation must be continually calculated frame by frame to determine a correct and immersive aural experience for the player. Add that to the dialogue and music handling and you have quite a technical headache. Playback priorities must be carefully managed to create a viable run-time mix balance — you can’t replay everything, nor should you.</span></p>
<p class="p3"><span class="s1">Enter RAGE, the audio engine governing the lot: it provides replay logic controls, culling of sounds according to distance and priority weighting, and providing the team a virtual digital surround mixing system. </span></p>
<p class="p3"><span class="s1"><b>Conner:</b> “RAGE Audio was designed and built by our in-house team, meaning it’s perfectly suited to these sorts of games. <cite><strong style="background: #ffee4b; color: #000000;">It calculates and tracks about a thousand virtual sounds or voices at any one time, 96 of which will be rendered in the mix.</strong></cite></span><span class="s1"> When sounds are added, the volume of each file is calculated. The engine then uses that information in conjunction with what else is happening in-game to work out which sounds/voices should be heard. For instance, a loud sound happening miles away may not be heard over a quieter sound happening close up. It’s a great system for prioritising sounds automatically and working out what is, and isn’t important to the player.</span></p>
<p class="p3"><span class="s1">“Many sounds are created in real-time from tiny components rather than using a single pre-built sound effect. The benefits are zero memory-wastage, and it also gives the sound designers flexibility because the sound variation is created as it’s triggered.</span></p>
<p class="p3"><span class="s1">“We included some real-time synthesis in <i>GTA V</i> by using AMP — a modular ‘connect-the-cables’-type interface, fully integrated with RAGE Audio. <cite><strong style="background: #ffee4b; color: #000000;">The benefit of synthesis over samples is creating infinitely variable sounds. Sounds that would normally be quite static, if represented by recorded effects, suddenly have life breathed into them, and their behaviour appears more realistic.</strong></cite></span><span class="s1"> It’s also very memory efficient. You can do a lot with noise and filters, for instance, creating the sound of air conditioning units. “AMP is also used for DSP. In <i>GTA V</i> you can switch between three characters during missions. They’re often talking to each other via headsets so the voices heard through an earpiece need to be changed on-the-fly as the player switches roles. We designed a headset effect chain to process the voices at run-time as required.”</span></p>
<p class="p3"><span class="s1"><b>Morton:</b> “Vehicle sounds are obviously a big deal — from the huge array of cars and trucks through to aeroplanes. The sounds of the cars are again made of tiny components recorded with a multiple-microphone setup. The vehicles sound different close-up than at distance — as they would in real life, and there are other details such as the sound of an engine cooling down after you’ve been thrashing your vehicle and so on. It also meant we could use the components of one vehicle as part of other vehicles. The engine recordings are processed with a granular playback engine so that as the car speeds up or slows down, the sound is perfectly in sync with the vehicle and follows the behaviour of the player. It was a massive step up in quality and realism from the old-school game method of pitching loops or just using static recordings.”</span></p>
<h4 class="p4"><span class="s3"><b>LEAVING THE ROCKSTAR LIFE</b></span></h4>
<p class="p2"><span class="s1">As they enthuse about <i>Grand Theft Auto</i>, it’s abundantly clear that working on such a notable world-class game series has been an amazing adventure for the duo. But they’ve since left Rockstar, and now they’re bringing all that expertise to bear in a new venture, Solid Audioworks — the production company they recently co-founded to provide a full audio service; including dialogue, sound effects and score, as well as movie post-production. But surely leaving Rockstar-dom can’t have been an easy decision.</span></p>
<p class="p3"><span class="s1"><b>Conner:</b> “For me, after almost 20 years working on the <i>GTA</i> series, seeing the process travel from generation to generation, post-‘V’ seemed like the perfect moment to depart, go out on a high, re-charge the creative batteries and try something completely new. There are so many other games/films I want to work on and tick off the bucket list.</span></p>
<p class="p3"><span class="s1"><b>Morton:</b> “Leaving certainly wasn’t a decision made lightly. For me, leaving the Rockstar family was about being able to work from my own studio, closer to my own family, and expand my horizons project-wise. There are lots of interesting games being developed — both indie and AAA — I really wanted to try something different. First of all, I fell into doing film work, which led to bumping into Craig at a pre-shoot meeting. We started discussing working more together, and that subsequently led to us setting up Solid Audioworks. As to what’s next, we will be busy on some film post production until the end of the year, after that we’re very much looking forward to getting back into what we love — games and game audio. Watch this space.” </span></p>

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</div></div></div><div class="wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588588672"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-open" ></i></div><div class="icon_description" id="Info-list-wrap-2006" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-2006 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div><h2 style="text-align: left;font-family:Playfair Display;font-weight:700;font-style:normal" class="vc_custom_heading" >We’ve found, in general, whether it’s for a game or for a movie, you’ll get far better results when you treat your actors like humans</h2><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588603972"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-close" ></i></div><div class="icon_description" id="Info-list-wrap-7309" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-7309 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div></div></div></div></div><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div></div>
</section><p>The post <a rel="nofollow" href="https://www.audiotechnology.com/features/grand-theft-audio">Grand Theft Audio</a> appeared first on <a rel="nofollow" href="https://www.audiotechnology.com">AudioTechnology</a>.</p>
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		<title>Level Up: The Rise &#038; Rise of Game Audio</title>
		<link>https://www.audiotechnology.com/features/level-up-the-rise-rise-of-game-audio</link>
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		<dc:creator><![CDATA[Audio Technology]]></dc:creator>
		<pubDate>Fri, 21 Feb 2014 00:00:01 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Game Sound]]></category>
		<category><![CDATA[Ben Minto]]></category>
		<category><![CDATA[Bruce Swanson]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[game sound]]></category>
		<category><![CDATA[Giles Farley]]></category>
		<category><![CDATA[Jason Graves]]></category>
		<category><![CDATA[John Broomhall]]></category>
		<category><![CDATA[Level Up]]></category>
		<category><![CDATA[Nick Arundel]]></category>
		<category><![CDATA[Nick Laviers]]></category>
		<category><![CDATA[paul lipson]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[Steve Schnur]]></category>
		<category><![CDATA[The Rise]]></category>
		<guid isPermaLink="false">https://www.audiotechnology.com/?p=74620</guid>

					<description><![CDATA[<p> [...]</p>
<p><a class="btn btn-secondary understrap-read-more-link" href="https://www.audiotechnology.com/features/level-up-the-rise-rise-of-game-audio">Read More...</a></p>
<p>The post <a rel="nofollow" href="https://www.audiotechnology.com/features/level-up-the-rise-rise-of-game-audio">Level Up: The Rise &#038; Rise of Game Audio</a> appeared first on <a rel="nofollow" href="https://www.audiotechnology.com">AudioTechnology</a>.</p>
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										<content:encoded><![CDATA[<section class="wpb-content-wrapper"><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<p class="p1"><span class="s1"><b>Story: </b>John Broomhall</span></p>

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			<p class="p2"><span class="s1">Video games are big business. Really big. The last few years have seen an exponential increase in sales revenue with <i>Grand Theft Auto V</i>, the poster child, reportedly eclipsing the one billion dollar mark in just three days — a new, staggering record that officially makes games not only the highest-grossing pieces of entertainment (<i>World Of Warcraft</i> has grossed over $10b), but the fastest selling too.</span></p>
<p class="p3"><span class="s1">The games biz has conquered the hearts and minds of a vast demographic from the youngest Moshi Monsters or Mario fan, to millions upon millions of entertainment-savvy adults, whose hard-earned disposable income and time is now as likely to be directed at the latest <i>Call Of Duty</i> (or <i>Candy Crush</i>) as it is movies or bands. Meanwhile, the video game console is now a must-have media hub in living rooms the world over, and online multi-player gaming between opponents on opposite sides of the planet is the norm. Not bad for an entertainment medium that not so long ago was considered child’s play.<span class="Apple-converted-space"> </span></span></p>
<h4 class="p4"><span class="s2"><b>FEEL THE FORCE</b></span></h4>
<p><cite><strong style="background: #fcb853; color: #000000;">Steve Schnur:</strong></cite> “Games — and the music we deliver within them — have evolved from an emerging entertainment medium to a global cultural force. More importantly, the generation raised on video games is now coming of age. Our industry changed their way of seeing, hearing and playing. They in turn are now beginning to shape and define our world. The result is that the digital, social and creative revolution we’d always hoped for is happening as we speak. For game soundtracks, EA’s Madden and FIFA franchises have certainly been game changers in terms of doing what radio and MTV used to do: breaking new music and new artists on an instantaneous worldwide level. When it comes to original scores, the tipping point has been the level of talent drawn to the medium. In fact, I believe that some of the very best original music today is being created exclusively for games. It’s been an extraordinary accomplishment and remains a remarkable opportunity.”</p>
<p><cite><strong style="background: #fcb853; color: #000000;">Paul Lipson</strong></cite> takes up the theme: “We have reached a level of creative output that certainly rivals the biggest blockbuster experiences — on any screen or stage. Games have actually fostered a resurgence in large ensemble composition and recording — bringing the orchestra back to the forefront of popular culture. We are finding ways to express themes and define interactive worlds with music of all sizes, types, styles, and genres. I’ve worked on some projects that have had four feature films’ worth of music, all recorded with 85+ players — mixed and mastered to perfection. Our ability to create bespoke content to support new fiction and franchises is limited only by our imagination and ingenuity. The bar is in a much higher place than even five years ago.”</p>

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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="600" height="600" src="https://www.audiotechnology.com/wp-content/uploads/2023/03/Steve-Schnur-pichi.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="Steve-Schnur-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2023/03/Steve-Schnur-pichi.jpg 600w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Steve-Schnur-pichi-300x300.jpg 300w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Steve-Schnur-pichi-100x100.jpg 100w" sizes="(max-width: 600px) 100vw, 600px" /></div>
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="600" height="600" src="https://www.audiotechnology.com/wp-content/uploads/2023/03/Nick-Arundel-pichi.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="Nick-Arundel-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2023/03/Nick-Arundel-pichi.jpg 600w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Nick-Arundel-pichi-300x300.jpg 300w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Nick-Arundel-pichi-100x100.jpg 100w" sizes="(max-width: 600px) 100vw, 600px" /></div>
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			<p style="text-align: center;">Steve Schnur (left) and Nick Arundel (right) work on some of the biggest video game titles in the world… and in some darn nice digs.</p>

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</div></div></div><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div></div></div></div></div></div><div class="vc_row-full-width vc_clearfix"></div><!-- Row Backgrounds --><div class="upb_grad" data-grad="background: -webkit-gradient(linear, left top, left bottom, color-stop(0%, #FCB853), color-stop(100%, #FCB853));background: -moz-linear-gradient(top,#FCB853 0%,#FCB853 100%);background: -webkit-linear-gradient(top,#FCB853 0%,#FCB853 100%);background: -o-linear-gradient(top,#FCB853 0%,#FCB853 100%);background: -ms-linear-gradient(top,#FCB853 0%,#FCB853 100%);background: linear-gradient(top,#FCB853 0%,#FCB853 100%);" data-bg-override="0" data-upb-overlay-color="" data-upb-bg-animation="" data-fadeout="" data-fadeout-percentage="30" data-parallax-content="" data-parallax-content-sense="30" data-row-effect-mobile-disable="true" data-img-parallax-mobile-disable="true" data-rtl="false"  data-custom-vc-row=""  data-vc="7.0"  data-is_old_vc=""  data-theme-support=""   data-overlay="false" data-overlay-color="" data-overlay-pattern="" data-overlay-pattern-opacity="" data-overlay-pattern-size=""    data-seperator="true"  data-seperator-type="tilt_left_seperator"  data-seperator-shape-size="40"  data-seperator-svg-height="24"  data-seperator-full-width="true" data-seperator-position="top_bottom_seperator"  data-seperator-background-color="#ffffff"  data-icon=""  ></div><div data-vc-full-width="true" data-vc-full-width-init="false" class="vc_row wpb_row vc_row-fluid wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight vc_custom_1679374610460 vc_row-has-fill"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="aio-icon-component    style_1"><div id="Info-box-wrap-1030" class="aio-icon-box default-icon" style=""  ><div class="aio-icon-default"><div class="ult-just-icon-wrapper  "><div class="align-icon" style="text-align:center;">
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</div></div></div></div><div class="aio-icon-header" ><h4 class="aio-icon-title ult-responsive"  data-ultimate-target='#Info-box-wrap-1030 .aio-icon-title'  data-responsive-json-new='{"font-size":"","line-height":""}'  style="">With many thanks to the following game industry leaders:</h4></div> <!-- header --><div class="aio-icon-description ult-responsive"  data-ultimate-target='#Info-box-wrap-1030 .aio-icon-description'  data-responsive-json-new='{"font-size":"","line-height":""}'  style=""></p>
<p class="p2"><b>NICK ARUNDEL </b>— Audio Director, Rocksteady Studios, who oversees music, sound and dialogue for the multi-award-winning <i>Batman</i> video game series.</p>
<p class="p2"><b>DAN BARDINO</b> — Director, Worldwide Studios Creative Services Group, Sony Computer Entertainment Europe Ltd.</p>
<p class="p2"><b>ANDY EMERY</b> — Managing Director, SIDE, providers of dialogue services to hundreds of games.</p>
<p class="p2"><b>GILES FARLEY</b>— Managing Director, Digital Content Services, The Pinewood Studios Group.</p>
<p class="p2"><b>JASON GRAVES</b> — Composer for such iconic titles as the <i>Dead Space</i> series and <i>Tomb Raider</i>.</p>
<p class="p2"><b>NICK LAVIERS</b> — Audio Director for <i>Harry Potter</i> franchise, <i>Dead Space 3</i> (EA/Visceral), <i>Assassin’s Creed Revelations</i> (Ubisoft), <i>Red Alert 3</i> (EA).</p>
<p class="p2"><b>PAUL LIPSON</b> — Music &amp; Audio Director, Central Media, Microsoft Studios (<i>Halo Combat Evolved Anniversary</i>, <i>Kinect Disneyland Adventures</i>, <i>Galactic Reign</i>).</p>
<p class="p2"><b>BEN MINTO</b> — Senior Audio Director, EA DICE (creators of <i>Battlefield’s</i> multi-award-winning audio).</p>
<p class="p2"><b>STEVE SCHNUR</b> — Worldwide Executive Music &amp; Music Marketing and President, Artwerk Music Group for Electronic Arts.</p>
<p class="p2"><b>BRUCE SWANSON</b> — Audio Director for Naughty Dog’s blockbuster franchise <i>Uncharted</i>.</p>
<p></div> <!-- description --></div> <!-- aio-icon-box --></div> <!-- aio-icon-component --></div></div></div><div class="wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div></div><div class="vc_row-full-width vc_clearfix"></div><!-- Row Backgrounds --><div class="upb_grad" data-grad="background: -webkit-gradient(linear, left top, left bottom, color-stop(0%, #EDEDED), color-stop(30%, #F7F7F7), color-stop(70%, #F7F7F7), color-stop(100%, #EDEDED));background: -moz-linear-gradient(left,#EDEDED 0%,#F7F7F7 30%,#F7F7F7 70%,#EDEDED 100%);background: -webkit-linear-gradient(left,#EDEDED 0%,#F7F7F7 30%,#F7F7F7 70%,#EDEDED 100%);background: -o-linear-gradient(left,#EDEDED 0%,#F7F7F7 30%,#F7F7F7 70%,#EDEDED 100%);background: -ms-linear-gradient(left,#EDEDED 0%,#F7F7F7 30%,#F7F7F7 70%,#EDEDED 100%);background: linear-gradient(left,#EDEDED 0%,#F7F7F7 30%,#F7F7F7 70%,#EDEDED 100%);" data-bg-override="0" data-upb-overlay-color="" data-upb-bg-animation="" data-fadeout="" data-fadeout-percentage="30" data-parallax-content="" data-parallax-content-sense="30" data-row-effect-mobile-disable="true" data-img-parallax-mobile-disable="true" data-rtl="false"  data-custom-vc-row=""  data-vc="7.0"  data-is_old_vc=""  data-theme-support=""   data-overlay="false" data-overlay-color="" data-overlay-pattern="" data-overlay-pattern-opacity="" data-overlay-pattern-size=""    data-seperator="true"  data-seperator-type="tilt_left_seperator"  data-seperator-shape-size="40"  data-seperator-svg-height="24"  data-seperator-full-width="true" data-seperator-position="top_bottom_seperator"  data-seperator-background-color="#ffffff"  data-icon=""  ></div><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div></div><div class="vc_row wpb_row vc_row-fluid"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-6"><div class="vc_column-inner"><div class="wpb_wrapper">
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			<p class="p3"><span class="s1">And for composers like <cite><strong style="background: #fcb853; color: #000000;">Jason Graves</strong></cite>, the creative largesse is truly liberating: “I seriously doubt a film or TV project would allow me multiple days on the recording stage with a full orchestra recording experimental effects without any idea what the end result will sound like (all three <i>Dead Space</i> scores). Or commissioning an original steel and glass instrument for a soundtrack without any idea of what it looks like until the camera crew arrives to film it for a behind-the-scenes television special (<i>Tomb Raider</i>). Those are two of the many creative experiments I’ve enjoyed throughout the years in video games.”</span></p>
<p class="p3"><span class="s1">The industry used to talk about triple-A quality games — now it’s ‘quad-A’. These are titles whose production values are sky high, driving a steady increase in the use of not only the world’s leading creative talent but also its most prestigious recording and post facilities.</span></p>
<p class="p3"><span class="s1"><b><cite><strong style="background: #fcb853; color: #000000;">Paul Lipson:</strong></cite></b> “We are working across the industry in partnerships that are helping us achieve class-leading results for our releases. On the bespoke content side, we work with musicians throughout the US and the UK to record our scores — and enjoy a relationship with the AFM (the American Federation of Musicians, the largest union in the USA/Canada), and facilities like Skywalker Sound, Abbey Road, etc. We commission scores from some of the best composers working today, and encourage innovation and new approaches to original music.”</span></p>
<p><cite><strong style="background: #fcb853; color: #000000;">Giles Farley:</strong></cite> “At Pinewood and Shepperton Studios we bring to video games the exact same creativity, expertise and passion we bring to major motion picture releases. For instance, recording foley for <i>Fable: The Journey</i> or mixing cut scenes for <i>Rome: Total War</i>, the level of talent involved is world-class and we’re excited about our future game projects.”</p>

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</div></div></div><div class="wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588588672"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-open" ></i></div><div class="icon_description" id="Info-list-wrap-1366" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-1366 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div><h2 style="text-align: left;font-family:Playfair Display;font-weight:700;font-style:normal" class="vc_custom_heading" >Where should audio folk focus their energies? Same as they always have — be curious, be passionate, be creative but above all be nice<br />
— Dan Bardino</h2><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588603972"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-close" ></i></div><div class="icon_description" id="Info-list-wrap-8547" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-8547 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div></div></div></div></div><div data-vc-full-width="true" data-vc-full-width-init="false" class="vc_row wpb_row vc_row-fluid vc_custom_1595296124081 vc_row-has-fill"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-8"><div class="vc_column-inner vc_custom_1595990674300"><div class="wpb_wrapper"><div id="bsa-block-970--450" class="bsaProContainerNew bsaProContainer-86 bsa-block-970--450 bsa-pro-col-1" style="display: block !important"><div class="bsaProItems bsaGridNoGutter " style="background-color:"><div class="bsaProItem bsaReset" data-animation="fadeIn" style=""><div class="bsaProItemInner" style="background-color:"><div class="bsaProItemInner__thumb"><div class="bsaProAnimateThumb" style="display: block;margin: auto;"><a class="bsaProItem__url" href="https://www.audiotechnology.com/advertise?sid=86&bsa_pro_id=828&bsa_pro_url=1" target="_blank"><div class="bsaProItemInner__img" style="background-image: url(&#39;https://www.audiotechnology.com/wp-content/uploads/bsa-pro-upload/1691035019-Australis_LAB GRUPPEN_DA-pichi.jpg&#39;)"></div></a></div></div></div></div></div></div><script>
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="718" src="https://www.audiotechnology.com/wp-content/uploads/2023/03/Jason-Graves-pichi.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="Jason-Graves-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2023/03/Jason-Graves-pichi.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Jason-Graves-pichi-800x561.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Jason-Graves-pichi-768x539.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Jason-Graves-pichi-600x421.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div><figcaption class="vc_figure-caption">“Games have actually fostered a resurgence in large ensemble composition and recording — bringing the orchestra back to the forefront of popular culture.”
— Paul Lipson</figcaption>
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="620" src="https://www.audiotechnology.com/wp-content/uploads/2023/03/Fable-The-Journey-Recording-Foley-At-Shepperton-pichi.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="Fable-The-Journey---Recording-Foley-At-Shepperton-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2023/03/Fable-The-Journey-Recording-Foley-At-Shepperton-pichi.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Fable-The-Journey-Recording-Foley-At-Shepperton-pichi-800x484.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Fable-The-Journey-Recording-Foley-At-Shepperton-pichi-768x465.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Fable-The-Journey-Recording-Foley-At-Shepperton-pichi-600x363.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div><figcaption class="vc_figure-caption">“The exact same creativity, expertise and passion we bring to major motion picture releases.” 
— Giles Farley</figcaption>
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			<h4 class="p4"><span class="s2"><b>ROAD TO FREEDOM</b></span></h4>
<p class="p3"><span class="s1">With hard disk, memory and streaming limitations largely removed on next-gen consoles, artists can more easily realise their audio visions.</span></p>
<p class="p3"><span class="s1"><b><cite><strong style="background: #fcb853; color: #000000;">Jason Graves:</strong></cite></b> “Now it simply comes down to budget — how many minutes of music and how much time the developer can spend implementing everything. I think from an interactive music standpoint, we’ve kind of ‘arrived’ with the new generation of consoles. As far as final playback within the game is concerned, you can really do anything now.”</span></p>
<p><cite><strong style="background: #fcb853; color: #000000;">Nick Laviers</strong></cite> concurs: “I think in their own way, games have followed a similar course to the movie industry. In the early days it was more about what technology and practices film companies developed to maintain their competitive edge, then as the years went by and cameras, audio equipment, etc., became standardised and ubiquitous, the pushes forward with technology were smaller and came about more slowly. Here in 2014, video games have become a mature entertainment industry and in game audio, our challenges are now more in the area of content creation. This now drives the technical side, whereas I think in the past we often dreamt up the technology first!”</p>
<p class="p3"><span class="s1">As the power of ideas increasingly trumps the power of technology in game audio we are witnessing a paradigm shift in creativity.</span></p>

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<p class="p1"><b>Dan Bardino:</b> “For me there’ve been four truly great game changers in game audio over the last 15 years.</p>
<p class="p1">“Firstly, the move away from dedicated memory and hardware in the last console generation (PS3/XBox360); this, on the face of it, might seem subtle but I don’t think you can overstate the impact of removing the literal and physical divide between the audio folks’ on-box resource and the rest of the development team’s.<span class="Apple-converted-space"> </span></p>
<p class="p1">“It forced reluctant, sometimes dismissive lead programmers and producers to engage with their audio team from the earliest outset. It also forced some more shy and reclusive audio people out of their studios. It meant, from the earliest opportunity, audio folks could show the power of sound and music and how it could enhance any game if it was involved from the start. And I think that’s an opportunity few audio artists in any field would willingly pass up.<span class="Apple-converted-space"> </span></p>
<p class="p1">“Secondly, the rise of middleware has given a standardisation of game audio implementation, the effects of which will be felt for many years to come — whether it be efficiencies of pipelines or the ability for people to hit the ground running when ramping up at the crucial tail-end of a project — meaning the polish and finesse of our titles improves exponentially.<span class="Apple-converted-space"> </span></p>
<p class="p1">“Thirdly, the recent revival in indie development has taken both of the above and put these advances into small, tight-knit teams which have to rely on every cost-effective advantage they can leverage — and, with high-quality sound being so much more cost-effective than high-quality visuals, the role of the audio professional has been cemented as pivotal to the success of the best indie games like <i>Limbo</i>, <i>Journey</i> and <i>Dear Esther</i>.<span class="Apple-converted-space"> </span></p>
<p class="p1">“Finally — and forgive me, for this is a little self-indulgent — the work that our Audio Standards Working Group has done to standardise loudness for the industry will have positive ramifications for all future generations of game makers and gamers and I genuinely think will be pointed to as a ‘game changer’ when we look back in the next 15 years.”</p>
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			<p><cite><strong style="background: #fcb853; color: #000000;">Nick Arundel:</strong></cite> “Over the last 15 years I have seen the move from games struggling to fit creative ideas within the available technology, to games that really understand what makes an engaging experience, regardless of the technology.</p>
<p class="p3"><span class="s1">“Historically, the technical questions in the way of achieving our aims were the foremost issues facing developers. As technology improved the language used by developers shifted towards more ‘creative’ questions, such as what do we want the player to experience and how do we want them to feel? In some ways the technology has become transparent.</span></p>
<p class="p3"><span class="s1">“A huge part of this shift is the wide adoption of middleware tools, and for sound design this means Wwise and Fmod. These tools are the video game industry’s ‘ProTools’; the de facto standard. There is now a pool of talented sound designers who think within the framework of these tools. These tools have affected every aspect of how we approach sound within games, from how we record, to editing, implementation and mastering.</span></p>
<p class="p3"><span class="s1">“It’s exciting to see the growing number of sound designers who want to embrace the challenge of video game sound and face the issue of ‘permanence’, a unique problem/opportunity in video game sound. We face the task of creating complete ‘worlds’ of sound, not sound for just a single shot. These worlds can be explored at the player’s leisure without the linear time-line of film. They have a ‘permanence’. We hand a large degree of the movie director’s control to the player, and we must make sure it sounds great, not in one case (the shot), but in every case. The skills needed to face this challenge are not directly transferable from film. With the help of middleware, a ‘tool box’ of techniques has emerged and become the working language of the industry.</span></p>
<p class="p3"><span class="s1">“We can now finally start grappling with the issues around what makes a great player experience. Books can give a fantastic insight into someone’s psychology, a film can show you great spectacle, but what are video games good at? What stories suit video games? How do we manipulate or guide the player? These problems can now be tackled without first considering daunting technological hurdles.”</span></p>

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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="683" src="https://www.audiotechnology.com/wp-content/uploads/2023/03/Recording-dialogue-at-Side-UK-Andy-Emery-pichi.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="Recording-dialogue-at-Side-UK---Andy-Emery-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2023/03/Recording-dialogue-at-Side-UK-Andy-Emery-pichi.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Recording-dialogue-at-Side-UK-Andy-Emery-pichi-800x534.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Recording-dialogue-at-Side-UK-Andy-Emery-pichi-768x512.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Recording-dialogue-at-Side-UK-Andy-Emery-pichi-600x400.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div><figcaption class="vc_figure-caption">Video game voice talent: now much more than, “here we go!” 50,000 lines of dialogue isn’t uncommon.</figcaption>
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<p class="p1"><b>Andy Emery:</b> “At Side we specialise in character performances for video games and we’ve seen a huge change over the last 15 years in both the volume of dialogue being recorded and the approach taken.</p>
<p class="p1">“In terms of size of project, 15 years ago a game with ~5000 lines of dialogue would have been considered a big voice production project. Today it’s not uncommon for a large Role-Playing Game (RPG) or Massively Multiplayer Online (MMO) title to have in the region of 40-50,000 lines of dialogue. In fact, <i>Star Wars: The Old Republic</i> has a line count tipping into 200,000 lines!</p>
<p class="p1">“But size isn’t everything, and of far more importance has been the increase in the number and the quality of actors for a typical project. Historically, games were cast using a relatively small number of voice talents to cover a large number of characters. This was fine if a ‘cartoon’-style of performance was appropriate but sounded very odd if it was supposed to be a gritty, military shooter. And as character animation became more ‘realistic’ over the years, this disparity became more apparent.</p>
<p class="p1">“With bigger development budgets and more focus on performances that are appropriate for the game environment, developers have been willing to invest in proper casting, professional writers, actors and directors, and taking the time during sessions to achieve high quality results.</p>
<p class="p1">“There have also been big changes in what is captured during a recording session. Many sessions now involve facial capture at the same time as studio voice recording sessions. Our audio team are often on a sound stage recording final quality dialogue during performance capture shoots (capturing the body, face and vocal performance simultaneously during motion capture).<span class="Apple-converted-space"> </span></p>
<p class="p1">“One of the key factors driving all these advances has been the ever increasing importance placed on creating engaging characters in games. What was once simply an afterthought, has actually become a bedrock for many modern AAA titles.”</p>
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			<h4 class="p4"><span class="s2"><b>INDIE EXPLOSION</b></span></h4>
<p class="p3"><span class="s1">Quad-A is of course here to stay, but it’s not the whole story. Artistically brilliant titles are being created at a fraction of the Quad-A production price tag by a burgeoning indie sector thriving in a commercial world where barriers to entry just keep falling. Meanwhile the proliferation of smartphones and tablet devices is creating yet more opportunity for innovative and potentially lucrative gaming-to-go. </span></p>
<p><cite><strong style="background: #fcb853; color: #000000;">Nick Laviers:</strong></cite> “Not everybody will be (or need to be) at the ‘bleeding edge’, just like not every film is released in 3D. There are more timeless things which sell games, like storytelling and game-play design. Perhaps more so in games than films, the visual and sonic quality play second fiddle to the core facets that make games compelling. There’s room for more of a range of production values in games these days to illuminate these facets. Even ignoring ‘old’ games, there’s mobile games, social network games, a massive gamut of different styles of indie PC/Console games and then of course AAA PC/Console games. Right now, my kids are loving a low-res looking platform game called <i>Starbound</i>. While I’m simultaneously being stunned by the incredible artistic achievement in <i>Ryse</i>. Two very different aesthetic experiences but both enjoyable because of the story and game-play.”</p>
<p><cite><strong style="background: #fcb853; color: #000000;">Ben Minto:</strong></cite> “The variety of delivery platforms for today’s games has democratised the market. 15 years ago it was mainly PC, console and handheld. Today the starting point, in terms of cost, are the free2play, micro-transaction titles, and at the top end, the $60 titles which cost double that when you factor in downloadable content/membership programs. Today, in theory, anyone can make a game. An indie title made by a handful of people can compete on the same stage as a huge AAA title involving hundreds of people, across multiple teams and studios. Big isn’t always the ‘best’, especially with game audio, which has seen a range of awesome smaller titles take various crowns for best audio — <i>Journey</i>, <i>Limbo</i>, <i>Runner 2</i>, <i>Bastion</i>, <i>Papa Sangre II</i>, <i>Device 6</i>, etc.”</p>

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<p class="p2"><b>Ben Minto:</b> “Today I wouldn’t even get to the interview stage, with the qualifications and background I had when I started out! Today’s new hires will most likely have been blogging about game audio for years, be very active and vocal across a range of industry forums, already have a string of mods, indie titles and iOS apps under their belt, and there’s a strong possibility they will have attended a game audio specific course.</p>
<p class="p2">“15 years ago my tools were text and XML editors — today, the tools I have access to are in-depth, immensely powerful and are seamlessly integrated with other development disciplines. As systems become more involved, the development of specialists for each system becomes a necessity. On large titles, we have moved away from the ‘audio person’, and built a range of specialisations — including Audio Director, VO Producer, Sound Designer, Technical Sound Designer, Audio Analyst, Audio Programmer, etc. Within these categories, we have content specialists where there’s a large number of one type of object — i.e. cars in racing games, weapons in FPS titles. As the systems that drive these objects become more and more complicated, the need for a specialist who sees this key area of a title from cradle to grave is obvious — and it’s very reasonable to expect that over the period of a two-year development cycle this will form the majority of their workload. Being able to do everything or at least manage everything is still desirable and beneficial, but being able to deep dive on a key area gives us the ability to redefine the bench mark and push the genre forward.”</p>
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			<div class="vc_single_image-wrapper   vc_box_border_grey"><img width="1024" height="683" src="https://www.audiotechnology.com/wp-content/uploads/2023/03/Paul_and_LeslieAnnJones_Skywalker-photo-credit-Pyramind-Studios-pichi.jpg" class="vc_single_image-img attachment-full" alt="" decoding="async" title="Paul_and_LeslieAnnJones_Skywalker---photo-credit-Pyramind-Studios-pichi" loading="lazy" srcset="https://www.audiotechnology.com/wp-content/uploads/2023/03/Paul_and_LeslieAnnJones_Skywalker-photo-credit-Pyramind-Studios-pichi.jpg 1024w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Paul_and_LeslieAnnJones_Skywalker-photo-credit-Pyramind-Studios-pichi-800x534.jpg 800w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Paul_and_LeslieAnnJones_Skywalker-photo-credit-Pyramind-Studios-pichi-768x512.jpg 768w, https://www.audiotechnology.com/wp-content/uploads/2023/03/Paul_and_LeslieAnnJones_Skywalker-photo-credit-Pyramind-Studios-pichi-600x400.jpg 600w" sizes="(max-width: 1024px) 100vw, 1024px" /></div><figcaption class="vc_figure-caption">Paul Lipson and Leslie Ann Jones at Skywalker Sound</figcaption>
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			<h4 class="p4"><span class="s2"><b>THE NEXT LEVEL</b></span></h4>
<p class="p3"><span class="s1">Right now, all the signs are that game music, sound and dialogue is set to enjoy a period of creative excellence at all budget levels — just as with movies.</span></p>
<p><cite><strong style="background: #fcb853; color: #000000;">Nick Laviers:</strong></cite> I was chatting to a movie sound designer friend of mine recently who was telling me about the big-budget blockbuster he’s working on; he also mentioned he was working on a smaller indie project just to be more playful and inventive, not expecting to make as much money from it. The smaller project lets him develop his craft in new directions which will eventually benefit the bigger projects. That feels kind of healthy to me. We have the same opportunities in games now and I’m hoping my future contains a diversity of different sized projects!”</p>
<p class="p3"><span class="s1">Meanwhile, <cite><strong style="background: #fcb853; color: #000000;">Steve Schnur</strong></cite> is certainly optimistic about game music: “The traditional record business may be dead, yet the music industry is stronger than ever. Within the next 10 years, our ability to create, expose and discover new music of every genre will be beyond anything the industry or the consumer has known before.”</span></p>
<p class="p3"><span class="s1">Perhaps the most exciting facet of all is the lack of technical limits hampering creativity. Those old party poopers — time and budget — will realistically always be lurking in the wings, but at least those precious implementation tools and middleware systems now allow sound designers and composers to take more ownership of the integration of their work into the game, a big leap towards fully realising their creative ambitions.</span></p>
<p class="p3"><span class="s1">That said, we’re not altogether out of the technical woods, so where should audio types focus their energies?</span></p>
<p><cite><strong style="background: #fcb853; color: #000000;">Bruce Swanson:</strong></cite> “We need creative solutions to problems unique to game audio, like how to achieve a controlled and focused mix when the camera can be anywhere and the composition of sound emitting objects is variable. But ultimately, as the roles of mediums like games and film blur and merge, I suppose the most important place to focus your energies is on understanding and evolving the language of audio as it pertains to storytelling — it’s still about, and always will be — what to play, what not to play, and why?”</p>

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</section><p>The post <a rel="nofollow" href="https://www.audiotechnology.com/features/level-up-the-rise-rise-of-game-audio">Level Up: The Rise &#038; Rise of Game Audio</a> appeared first on <a rel="nofollow" href="https://www.audiotechnology.com">AudioTechnology</a>.</p>
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		<title>Batman: Arkham City</title>
		<link>https://www.audiotechnology.com/features/batman-arkham-city</link>
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		<dc:creator><![CDATA[Audio Technology]]></dc:creator>
		<pubDate>Tue, 06 Dec 2011 00:00:02 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Game Sound]]></category>
		<category><![CDATA[Arkham City]]></category>
		<category><![CDATA[Batman]]></category>
		<category><![CDATA[John Broomhall]]></category>
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<p>The post <a rel="nofollow" href="https://www.audiotechnology.com/features/batman-arkham-city">Batman: Arkham City</a> appeared first on <a rel="nofollow" href="https://www.audiotechnology.com">AudioTechnology</a>.</p>
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			<p class="p1"><span class="s1"><b>Text: </b>John Broomhall</span></p>

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			<p class="p2"><span class="s2">Videogame audio productions don’t come much bigger than <i>Batman: Arkham City</i>. With over two hours of orchestral score, thousands of sound effects, and 13,000 lines of dialogue, populating some 40+ hours of game-play, it is nothing short of epic.</span></p>
<p class="p2"><span class="s2">Acclaimed development studio Rocksteady is now shipping its second <i>Batman</i> title. Riding high on the retail success and critical acclaim of the first game, Nick Arundel, Audio Director and Composer, who has been with Rocksteady since its formation in 2006, entered the second marathon with some clear objectives for raising the audio bar, as he explains:</span></p>
<p class="p2"><span class="s2">“When you finish a big project, you often just think about the ‘ones that got away’. We’re not the kind of team to rest on our laurels, thinking, ‘oh yeah, we did a really good job’. We’re thinking about what we can do better next time. We’re always pushing ourselves to be as good as we possibly can be. One area I wanted to work on was the long introductory sequence at the outset of the game. Previously, the music felt like five lots of three minutes whereas this time I wanted it to feel much more like one continuous piece (even though there are loops and holding points if the player stands still), so we created a much more focused experience.</span></p>
<p class="p2"><span class="s2">“I also felt we could be more extreme with the dialogue processing – something we’ve really ramped up this time – not just mastering, but post-processing by hand to give certain effects to certain characters. On the previous game, we had custom batch processes for characters, but this time around, we’ve hand-rolled it per line with specific effects on individual words. For instance with The Riddler, a key word in a sentence has been processed more than the others around it – highlighting it. For example, whenever he says ‘Batman’, he kind of stutters it – but it’s like an electronic stutter created by cutting and pasting x number of samples with their own reverb and delay added, which trails off over the rest of the word, ‘Batman’.”</span></p>
<h4 class="p3"><span class="s3"><b>GUN REPORTS: FIRED UP</b></span></h4>
<p class="p2"><span class="s2">One of the most significant shifts of focus for the new title was away from library source to bespoke recorded sounds. Previously some 70% was library source; this time around, there was less than 5%. The increased scope of location and foley recording took team members to some diverse locations including a full-scale steel mill in the north of England, the White Scar caves in Yorkshire, and Dingles Heritage Centre, a fairground museum in deepest Devon. Meanwhile, in the US, Andrew Riley and Bryan Watkins made extensive ambience recordings in the desert and in downtown Los Angeles with Watkins also conducting a comprehensive gun-recording shoot on Warner Bros.’ own film lot. Though gun sounds are not a primary focus – with Batman never personally firing a gun – they nevertheless become very important when aimed at him during game-play, so Arundel set about some new audio capture:</span></p>
<p class="p2"><span class="s2">“I was really impressed with what Bryan (Watkins) had done with the shootout in the woods in <i>Public Enemies</i>. I thought the dramatic perspective changes could really work in <i>Arkham</i> – so we decided to do our own gun session on the Franklin Street set. We had nine mics in the middle of a long street running down to a T-junction 200 yards away, where there was a further recording setup around the corner. Meanwhile, to the right of the main close-mic cluster, we had mics up in the ‘buildings’ to get interior reflections&#8230; We also put a surround recording rig in a courtyard another street away – the idea was to get dramatically different perspectives.”</span></p>

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			<h4 class="p3"><span class="s3"><b>ON THE MARK</b></span></h4>
<p class="p2"><span class="s2">The result of a long, sunny day’s firing of an impressive array of gun hardware in Hollywood was a huge ProTools session with everything synced up and mix perspectives carefully laid out. The close gun recording was used for a range of 10 metres and then two further perspectives were chosen from the total of five available. These perspective choices then figure in game-play helping the player readily discern enemy positions. Arundel: “You have the sense of distant warring factions in the city with the sound telling the player, ‘these folk firing at each other don’t concern you right now’. But then we very quickly need to swap to ‘look out, they’re firing at you’. The courtyard recordings all went into that layer of ‘thugs in the distance fighting’, while the recordings from the street and the end of the street went into the thugs firing at you.</span></p>
<p class="p2"><span class="s2">“The day in the steel mill was amazing – it’s quite a dangerous place and it took some organising to get permission but yielded so many incredible sounds. At one end the ‘cooked’ girders came out and a crane picked them up, dropping them off somewhere far off. Every now and again, from about half a mile away, you felt a massive thud and this distant metal clang would echo through all the warehouses. In part of the game, The Joker has set himself up in a steel mill but he’s half turned it into a messed-up funfair, hence also recording at the funfair museum in Devon. We were able to collect myriad ‘musical’ sound effects from old carousels and waltzers, as well as lots of mechanical sounds running on their own without the musical elements.”</span></p>
<p class="p2"><span class="s2">When it came to the sound of Batman himself, Arundel and his team strived to make the sound as believable as possible. “He’s got gadgets for everything and for me, they’ve got to sound totally believable – even when you know full well, in real life, the device couldn’t actually exist – it couldn’t do that thing – but it’s got to sound like it really could. John Roesch who did all the foley for <i>Dark Knight</i> and <i>Batman Begins</i> took care of a lot of those elements. Not that we wanted a copy of those movies – it’s a game and the way you approach it is different. We don’t have a Batman ‘audio bible’ as such but I think you just know when you’re doing it wrong. A good example is the cape opening – what we call the ‘wa-chonk’ – because that’s how it literally sounds as the cape flaps open and goes rigid. We spent ages on it this time out as you’re now outside for 60-70% of the time – high up, in tall areas. We really wanted the ‘wa-chonk’ to be a big pay-off sound-wise. As soon as you say that to a sound designer, you’ll get all these whooshy growls from animals – interesting, subjective content. But I really wanted it to be believable as a real world sound. It’s one of the sounds that people really care about.”</span></p>
<p class="p2"><span class="s2">The audio team’s involvement in dialogue recording can be summarised as technical management to determine consistency of microphone usage and signal paths, and ensuring everything is recorded faithfully and correctly from three different perspectives – using close mic, Lavalier (usually mounted somewhere on the actor), and shotgun. Arundel: “Probably 90% of the dialogue in the game is from a shotgun – more of a production sound. Recording this way means the actors can move around, waggle their hands, and do the things actors do. They are less bothered about mic position. However, with three feeds, you’ve tripled your decision making and file handling&#8230;”</span></p>

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</div></div></div><div class="wpb_animate_when_almost_visible wpb_fadeInRight fadeInRight wpb_column vc_column_container vc_col-sm-4"><div class="vc_column-inner"><div class="wpb_wrapper"><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588588672"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-open" ></i></div><div class="icon_description" id="Info-list-wrap-9789" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-9789 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div><h2 style="text-align: left;font-family:Playfair Display;font-weight:700;font-style:normal" class="vc_custom_heading" >He’s got gadgets for everything and for me, they’ve got to sound totally believable – even when you know full well, in real life, the device couldn’t actually exist</h2><div class="smile_icon_list_wrap ult_info_list_container ult-adjust-bottom-margin   vc_custom_1610588603972"><ul class="smile_icon_list left square with_bg"><li class="icon_list_item" style=" font-size:150px;"><div class="icon_list_icon" data-animation="" data-animation-delay="03" style="font-size:50px;border-width:1px;border-style:none;background:rgba(255,255,255,0.01);color:#0c0c0c;border-color:#333333;"><i class="icomoon-serif-quote-close" ></i></div><div class="icon_description" id="Info-list-wrap-4663" style="font-size:50px;"><div class="icon_description_text ult-responsive"  data-ultimate-target='#Info-list-wrap-4663 .icon_description_text'  data-responsive-json-new='{"font-size":"desktop:13px;","line-height":"desktop:18px;"}'  style=""></div></div><div class="icon_list_connector"  style="border-right-width: 1px;border-right-style: dashed;border-color: #333333;"></div></li></ul></div></div></div></div></div><div data-vc-full-width="true" data-vc-full-width-init="false" class="vc_row wpb_row vc_row-fluid vc_custom_1595296124081 vc_row-has-fill"><div class="wpb_column vc_column_container vc_col-sm-2"><div class="vc_column-inner"><div class="wpb_wrapper"></div></div></div><div class="wpb_column vc_column_container vc_col-sm-8"><div class="vc_column-inner vc_custom_1595990674300"><div class="wpb_wrapper"><div id="bsa-block-970--450" class="bsaProContainerNew bsaProContainer-86 bsa-block-970--450 bsa-pro-col-1" style="display: block !important"><div class="bsaProItems bsaGridNoGutter " style="background-color:"><div class="bsaProItem bsaReset" data-animation="fadeIn" style=""><div class="bsaProItemInner" style="background-color:"><div class="bsaProItemInner__thumb"><div class="bsaProAnimateThumb" style="display: block;margin: auto;"><a class="bsaProItem__url" href="https://www.audiotechnology.com/advertise?sid=86&bsa_pro_id=810&bsa_pro_url=1" target="_blank"><div class="bsaProItemInner__img" style="background-image: url(&#39;https://www.audiotechnology.com/wp-content/uploads/bsa-pro-upload/1686093264-AVE Corp_Brands_DA-min.gif&#39;)"></div></a></div></div></div></div></div></div><script>
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			<h4 class="p3"><span class="s3"><b>STEADY IN THE MIX</b></span></h4>
<p class="p2"><span class="s2">The final mix of music, sound, and dialogue was undertaken internally at Rocksteady’s two fully calibrated studios on a combination of Genelec and PMC monitors. Arundel did a first-pass pre-mix in 5.1. Then colleague Lee Banyard conducted a second pass, listening and tweaking more in stereo. Lastly, a group review took place and the resultant mix was pushed out into the wider development studio where most of the art, coding, and design team listened on headphones or flat-screen TVs.</span></p>
<p class="p2"><span class="s2">The mechanics behind the mix process were down to Audiokinetic’s Wwise, the underlying audio middleware ‘engine’: “There are a tremendous amount of mix states – obviously one per room and then per type of game-play, be it combat, predator, conversation – hundreds of them. There was some debate about my initial mix. We’re always keeping an eye on loudness and I’m quite keen for the game not to be that loud that often. It frees us up to create some big surprises. I reviewed my initial mix at home and took feedback from other people, concluding we weren’t quite loud enough. I reduced the dynamic range at that stage and because we were using the McDSP limiter on the final output we didn’t have to remix the whole thing – just change the mastering limiter settings. Each mix iteration got easier but I think next time, we might bring someone in to do the final tweaking with completely fresh ears.</span></p>
<p class="p2"><span class="s2">“The hardest kind of aural perception test I’ve ever done is having to write down four simultaneous music parts by ear. If you’re really good at listening, you can clearly hear four elements, but you’ve still got a hierarchy – you probably don’t listen that much to the bass, you pick up key notes and work it out. I think most people can hear two or three things at once before they start aggregating sound – lumping sounds together as say, ‘all the environment’ or ‘all the walla [background crowd murmur]’. When we’re mixing, we’re asking, ‘what’s the thing that leads this?’ A conversation? Music? Is it the sound design?’ This informs our mix. You have believable environmental sounds that signal to you the type of room you’re in with realistic reverb, but we also have other sets of sounds that are meant to push the player towards a certain type of feeling and these are not at all literal. We spend nearly as much time thinking about how the room should feel as to its sonic believability.</span></p>
<p class="p2"><span class="s2">“We use a fair amount of real-time DSP including a very realistic reverb and delay in the city areas which works well on the dialogue. You get some really nice moments as you run away from certain characters, the speech reflecting off the walls down the street. One game feature is a surveillance scanner. When deployed, it surveils the thugs and tunes into their conversations. There’s McDSP FutzBox processing on that dialogue. As you approach the thugs, that cross fades into its furthest reflected and delayed reverb sound and then crossfades into a drier sound as you come up close – all mixed in real-time. Add to this what, for me, are totally believable city population sounds, and you really feel like you’re Batman roaming around Arkham City.”</span></p>
<h4 class="p3"><span class="s3"><b>SUPERHUMAN EFFORT</b></span></h4>
<p class="p2"><span class="s2">Amazingly, and very unusually in video games, the same man who stands at the helm of this gargantuan effort, steering a global audio team towards their creative goals, also composed much of the music score, which weighs in at over two hours’ worth, recorded by Nick Woolage at Air Studios, no less.</span></p>
<p class="p2"><span class="s2">It seems that perhaps, something of the Caped Crusader’s superhero multi-tasking skills may have rubbed off on Arundel himself.</span></p>

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</section><p>The post <a rel="nofollow" href="https://www.audiotechnology.com/features/batman-arkham-city">Batman: Arkham City</a> appeared first on <a rel="nofollow" href="https://www.audiotechnology.com">AudioTechnology</a>.</p>
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