Game audio anyone?

Does anyone else besides @Taomine and I dabble in game audio?

Want to collaborate? Ha!

No, but I always thought it would be very interesting. How does one get into game audio?

  1. Find someone that needs audio work done
  2. Convince them you won’t fuck up their project and that you’ll follow through with your deadlines, then offer to do it free of charge
  3. Put their work in your portfolio then repeat from step 1 until you have something meaningful to show people.
  4. Then showcase your portfolio, repeating steps 1-3, this time for money.
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Cool thanks, also what aspect of game audio do you do? The more I think about it game audio could be anything from background music to sound effects to putting mics in front of voice actors, or all of those things.

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Its a pretty big field. Way more complex than a music recording in terms of how assets (audio clips) are organized and implemented. Everyone (as in myself too) has to do a little bit of everything at first. Sort of like working in a studio. Tracking, mixing, arranging, producing, editing, performing… you’re stuck doing everything plus cleaning your bathrooms and answering the phone when its just you and you’re just getting going. Sometimes developer groups will want to pair you up with other indie noob volunteers. Or stick you on a team with a bunch of idiots. Its important to back out at that point. The problem is even a small game 3 level demo can be too much for one person to handle. Especially if you’re working for peanuts at first. I won’t lie…its been tough. And there’s a lot of others out there that are willing to work for free. You just kinda have to buck up and decide to clobber your competition I guess.

If I end up needing help with some stuff do you want to me to hollar at you?

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Yeah sounds good, let me know! If it’s anything I am capable of doing I’d be glad to help!

I don’t know a great deal about it, but I believe they use multiple short audio files, each one for a specific “clip” in the game action. The game “code” calls each file as needed. Those that are only music for full scenes might be longer and looped? You might be putting mics in front of voice actors, if they record at your place or you perform them yourself, but most likely you’d do it over the internet with experienced voice actors. Most all voice actors now have a home studio and are essentially home recordists like ourselves … only they usually just handle the basics and submit dry/unprocessed audio of the voice recording(s). As Jonathan says, you’d probably be mixing and producing every clip, and there could be tons of them, so it could end up being tons of work if they trust you to handle all aspects of it as a producer. Not to mention organizing and cataloguing all the files.

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This music scoring process gets a little more complex too. This guy teaches in the music scoring program at Berklee. Can give you a little bit of an idea on how its a different process…

If you’re still interested… click here to see the rest of the article with game examples

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@Jonathan, I’m curious, at what scale of game studio do they farm out their sound needs, vs doing it all in-house? I play a lot of games by Bethesda (Oblivion, Skyrim, Fallout 3/4/New Vegas) and EA (Mass Effect, Dragon Age), and it’s my understanding that they do all their own audio. What’s your take?

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If NASA works like it seems to on the movies, then games are similar. The money comes in, priorities and objectives are defined by the executive staff, the intellectual leadership at the jet propulsion lab figures out a design, then they order it (or chunks of it) from Boeing (if thats what the jpl guys actually do). So if you look at the opening screens of a major game, take one like Mortal Kombat, there are like 14 different companies that have all contributed software patents to the project. So I don’t think you can say it was all in-house. Sometimes gaming music composers are pulled from outside of a companies staff roster. And an instance in the gaming world which would be the equivalent of Pixar running out of room on their dub stages and sending a mix to Skywalker isn’t really in-housing stuff imo, even though their both Disney.

Tonight I just tonight I tied up a contract for a pretty cool project! And the non-disclosure agreement doesn’t prevent me from mentioning it here :smiley: The graphics and modeling on this one I think are very very cool. Here’s the plot:

[quote]
In the distant future human kind has dispersed into the galaxy only to find the pressures of rampant planetary colonization were too much for Earth’s citizens. Now Earth and the core worlds are destroyed by internal conflict, while strongmen, prophets, and villains invoke war to gain power for themselves amongst the stars. Build a fleet and wage war to protect your people, restoring peace to what’s left of humanity.

Features:
RTS battle space, with 3D movement but 2D style control (ie StarCraft) for intense competition.
Multiplayer battles, earn XP for your crew and capture enemy ships.
Single player campaign telling the story of your struggle for survival in "The Endless War"
Build a fleet of ships that persist over time.
Equip ships with weapons that strike at your enemies weakness.
Recruit officers and keep them alive so that their effectiveness grows over multiple battles.
Control capital ships, fighter craft, and space stations.
Board and capture ships during battle.
Lead an invasion force and conquer an enemy planetary colony.
Game designed to reward for strategic and tactical skill over tenure or pay-to-win.
Use your experience to unlock new ships, weapons, troops, ship components. [/quote]

Its scheduled for release in June, and the team is struggling in the audio department, but the graphics and modeling guys are really committed, and I think they’ve done an excellent job. I’m gonna try and help them out. Unless this project tanks in the next few weeks, it appears I’ll be working with an film composer from California. I’ll probably doing a lot of the sound effects, and I have a better mixing rig than the other guy. We may need some help because its an awful lot of work for and audio department of 3 guys :frowning:

So its real-time strategy based, but what I thought was cool was 3 dimensional movement. You have to keep track of your fighting on different orbital planes, so you don’t have a flat 2-D surface. You’re trying to manage battle activity above and below different space ships, while eye-balling a radar system which takes some getting used to because its 3-d as well. And depending on what other debris is on the battlefield, and what massive solar bodies are nearby, sometimes your cannons don’t even fire in a strait line…so you have to read the terrain lol.

But it’ll be way fun. I’ll have to re-arrange the next few months, but I’m pretty excited about this one.

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Well, it most definitely does not! :laughing: “That I can tell you.”

In any case, I believe you on the subcontract bit-- that much is definitely in common. For the games I mentioned, the only companies mentioned in the credits are the publisher, the studio, and then hardware things like Nvidia or whatever, which is what prompted the question. I haven’t played one that didn’t have just the publisher and game studio listed in the opening credits. But that’s just because I’m a niche gamer, the only games I play are single-player role-playing adventures, so I have not experienced the vast majority of AAA game titles.

Thanks for the rundown, and good luck on this project, it does sound cool! :sunglasses:

Ah…I misunderstood the question. You were talking about the ‘above the line’ credits at the opening? :smiley: I think we’re on the same page.

For clarification, who actually designs spacecraft and how does the process work? Does NASA put the design together then commission it from a builder?

When you see pictures of satellites or telescopes being designed in a clean room and wrapped in gold foil etc… are those typically assembled on campus? Or perhaps in other undisclosed locations?

Depends. Just about all the actual fabrication is done by contractors, ranging from the big boys like Boeing or Lockheed-Martin to smaller firms with only a few hundred employees. Federal government contracting regs require that a certain proportion of the work go to smaller businesses. At the moment, there are also similar regs that a small percentage go to minority- and women-owned businesses, but I fully expect those rules to go away in the new administration :rolling_eyes:

For the mainline human rated spacecraft, most build and operations work is done by a Boeing-LockMart joint venture known as United Launch Alliance (ULA), operating at Johnson, Marshall, and Kennedy Space Centers. For robotic spacecraft, JPL builds some of their own (they are not an actual NASA field center, but a contractor outfit-- a federally-funded research and development corporation, FFRDC) for the missions they run, and very often in partnership with LockMart. Goddard Spaceflight Center in Maryland builds lots of satellites (pretty much all of NASA’s Earth science efforts), as does the Applied Physics Laboratory at Johns Hopkins. Boeing, LockMart, and several other similar firms also build components and entire spacecraft too for robotic missions.

Finally, there is a burgeoning commercial launch industry following a years-long push by the Obama administration. SpaceX, Blue Origin, Sierra Nevada, and others are building s/c that can take cargo (and soon, crew) to and from the ISS, and also to launch comm sats and other orbital assets. I am all for this-- it is time to turn low-Earth orbit over to the private sector so that NASA can focus on real deep-space exploration (by definition, anything out of Earth’s gravity well).

As an aside, this is the kind of info I bring up when someone complains that “we have too many problems here on Earth and shouldn’t be wasting money on spaceflight.” As if spaceflight means shoveling wads of cash into rockets and launching them into space… All that money goes to pay highly skilled US workers, sparks innovation, enables the modern life and society everyone takes for granted, and feeds the human thirst for knowledge. In terms of return on investment, it is far and away the best payback our country has ever realized, not even close.

Hope that helps!