The Game Audio Explosion - A Guide to Great Game Sound Part II: Music, FMVs and Audio Planning

V. MUSIC PRODUCTIONdiminished. The purpose ofthe FMV is to
A. THE UNDERSCORE - INTERACTIVE VS. FILMdramatically move the storyline, and to provide a
MUSICbreak in theaction. Since Most FMVs occur after
Until recently, you simply could not compare gamecompleting a level, there is an inherentsense of
music to film music. Everyaspect involved in theirreward when viewing the FMV. The sound design
production, from budgets to performance, madeshould pay respectto this as long as it doesn't
it animpractical comparison. Today, these twostray too far from the in-game sound. The
media have a working relationship.FMVshould act as a seamless transition into and
Games are created to support movies andout of the game play. In myopinion, it is best to
movies are made from successfulgameuse in-game sounds within the FMV wherever
franchises. Film composers are now writing forin-gamemovements or actions are present.
games, and some gamecomposers have madeThe second consideration for FMV sound is the
the transition to film. Hollywood orchestrasmix of all the sound elements.
andorchestrators are now commonly used forAll dialog, sound effects and music should be
game music scores. Why make thiscomparison?mixed at comparable levels tothe in-game mix,
Because even though the considerations involvedunless there is a dramatic motivation for stressing
in their creationare different, their effect andone overthe other.
function are relatively the same.VII. SOUND REVIEWS
B. STORY-DRIVEN/ROLEPLAYING GAMESThe Beta date is just around the corner. Your
As the name suggests, the scores tosound team has worked countlesshours, and is
story-driven games must primarily tell astory. Tonearing the finish line. You might think it's time to
tell a story musically is a sublime art. A composerexamine thesound for any necessary revisions.
must be wellversed in the work of hisWell by this time it's probably too late.
predecessors in order to understand whatAsmentioned earlier, the sound team is generally
constitutessuccessful story telling using thethe last in line to begin creatingtheir content. Add
language of music. Fortunately, centuries ofmusicto this, the fact that all previously missed
have been written for this purpose, allowingdeadlinesbecomes their burden to make-up. Your
today's composer afoundation for developing thissound team will likely be deliveringcontent right up
art. We now associate certain sonoritiesto the last minute. You will need to have in place
andrhythms with specific actions, emotions ora regularand effective reviewing mechanism to
locations. Compositions likestay on top of the direction of the gamesound.
Rossini's 'William Tell', Wagner's 'Tristan' and Holst'sUsing the same group of reviewers used for the
'Planets' have laid thegroundwork for thesedemo phase (part 1 of article),create a
non-verbal associations. Film and televisionquestionnaire that rates the general aspects of
composershave since expanded on these motifsthe sound. Rating eachindividual sound would be
to help express the elements within astory.time-consuming, so use categories of sounds
A portion of story telling is to define theandinclude room for comments or explanations.
environment, both time and place.By assembling the variousquestionnaires, you will
Musically, we draw influence from folk traditionsbe able to develop a consensus opinion that will
for such a purpose. Throughethnomusicology werevealspots that need further attention. If this is
can effectively represent locations and timeperformed in a timely and periodicfashion, your
periods byincorporating traditional instruments,sound team will be best able to manage the
modes and progressions into the score.revisions, as they areneeded.
For instance, a tabla, tambour or sitar isVIII. GOT YOUR SOUND BUDGET? ...USE IT!
appropriate for describing an Indianlocation. If suchA. YOUR SIMPLE CHECKLIST
instruments are not available, the music may beToday's games are competing with each other on
orchestratedin such a way as to mimic theseevery level. Sound is noexception. You must
traditional sounds. A modern orchestra isgreatlysecure the best resources possible for your
enhanced by the addition of folk elements for thesound team.
purpose of describinga specific time and place.This will require that you use your budget wisely,
Characters within a story are supported throughand use all of it.
the development of melodicthemes and motifsPrior to beginning the sound effects production,
associated with each character. Orchestrating theask yourself the followingquestions.
motifsthroughout various instruments will provide1. Is your sound team complete? (i.e. sound
a sense of character developmentas the gamedesigner(s), supervising/Leadsound designer,
progresses. In addition, varying the harmoniccomposer, audio director and audio programmer)
support of thesethemes will reflect the2. Is each member of the sound team assigned a
character's physical, mental and emotional states.specific task uncompromisedby additional or
Game music for the story and role genre mustoverlapping roles?
highlight the dramatic events inthe story as well3. Is your sound team assigned only to your
as drive the game-play. NIS and FMVs are theproject?
primary toolsfor advancing the storyline and4. Does your sound team have enough time to
scoring to these videos is generallycomplete your project?
astraightforward process. You must consider,5. Does your sound team have the adequate
however, that game-play is also adramatic eventresources necessary for yourspecific game?
that contributes to the overall development ofThese include sonically treated work spaces,
the story. Hereinlies the careful balancing act ofequipment,software and sound effects libraries
supporting the story as well as the action,withoutthat are compatible with the needs of your game.
the music sounding repetitious. Cross fading6. Does your sound team have a demonstrated
alternate versions andtransitions, or layeringtrack record of producingsound within the style
individual tracks that are programmatically mutedand genre of your project?
andun-muted, will secure the musical effectivenessIf you answered "yes" to all of these questions,
over long periods. Theprogramming methods ofyour sound design team isproperly equipped,
manipulating music within a game are beyondprepared and ready for production. Answering
theintent of this article. Further reading from"no" to anyof these questions will tell you where
game development resources suchasyou will need to focus portions of yourbudget.
'gamasutra.com' will provide a closer look at someB. OUTSOURCING
of the programmingmethods used in game musicIf the sound team is incomplete or in any way
playback.compromised, you shouldconsider outsourcing an
B. ACTION/ARCADE AND SPORTS GAMESappropriate amount of the workload to game
The most basic function of game music is bestaudiospecialists. Look for companies and people
exhibited in 'arcade' stylegames in which thethat have a strong resume ofinteractive sound
overall gaming experience is enhanced by theproduction, and have successfully produced sound
addition ofadrenaline-surging music. The musicfor "highprofile" titles. If your game has special
helps to drive the action, therebyheightening thestylistic needs, then consider companiesthat have
intensity of the experience. For this reason, it'sa track record of producing sound for similar titles.
very commonfor these games to license tracksC. FOLEY
from well-known, marketable artists with atrackThe overall 'theme' of your game will help dictate
record of producing music that translates to thewhere you may needadditional resources. A
listener. The interactivepotential of this music, hashistorically based game will require
thus far been very low. However, as manyauthenticity;therefore consider obtaining fresh
artistsare also avid gamers, they are beginning torecordings of historically accurate weaponsand
show interest in lending their talenttowardvehicles. If your game focuses on destruction, a
interactive soundtrack design, if not producingsizeable Foley session maybe appropriate to
tracks in their entirety.produce original content unencumbered by
Generally speaking, the interactivity of the musicoverused soundeffects libraries. A small but well
in arcade-style games rarelymoves beyond loopsorganized recording session can give yourgame a
and stings. In many cases, this is all that islot of fresh spark without breaking the budget.
required.IX. MARKETING YOUR SOUND
However, as the complexity of arcade-styleGame marketing has typically focused on the
games grow, so must the level ofmusicalcreator, developer or the voiceactors within the
interactivity. The music for these games shouldgame. In many cases, sound can be used as a
support any changes ingame-play. Power-ups,marketing toolas well. For "The Incredible Hulk -
signature moves and multiple damage are allUltimate destruction" we hired some of
examplescommonly reserved for the soundHollywood's finest sound recordists to coordinate
design to immerse the player in the action,but area Foley session that wouldproduce the raw
appropriately expressed through music as well. Adestruction sounds we needed to create the
deep understandingof the game-play will reveal tosound effectsnecessary for this game. Our
the composer, new areas to interactivelyenhancesession took place at an auto-dismantling yard ina
an otherwise monotonous arcade soundtrack.southern California desert. A giant forklift and
VI. FULL MOTION VIDEO (FMV)bulldozer were used to drop,drag and tear apart
Since the FMV is a controlled environment, it iscars, vans and trailers. Multiple video cameras
tempting for the sounddesigner to elaborate oncaptured thesession for future use on the
the sound effects. While in some cases, it may"Behind-the-scenes" reel. The added benefit
beappropriate to heighten the dramatic impact ofwasthe marketability achieved by everyone's
the story; great care should bemaintained to bededication to producing the mostdestructive
consistent with the in-game sound design. Ansounding game to date. Your ability to market
incredible-sounding FMV is surely a joy to behold,your game's soundwill also help raise any additional
however, if the in-game sounds do nothold up tofinances needed to bring your sound up tothe
the FMVs, the playing experience will benext level.