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Brazil AES 2011 | Video Game Audio Leonard J. Paul - Vancouver, Canada http://VideoGameAudio.com

Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

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Page 1: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

Brazil AES 2011 | Video Game Audio

Leonard J. Paul - Vancouver, Canada

http://VideoGameAudio.com

Page 2: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 2 of 23

Worldwide Games Industry● Worldwide weekend sales for GTA IV $500+

million vs. Harry Potter 6's sales of $394 million1

● Film industry is still larger with DVD sales, rentals, TV rights etc...

● Growing markets are downloads and online● “AAA” games $15+ million budget● Halo 3: $55M + $200M marketing2 ● Video games are big business

Page 3: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 3 of 23

Game Audio Salaries● US video game industry salary

2010 average was $80,817 USD (~R$126.317)

● Sound designers & composers earned an average of $68,088 (~R$106.421)

● For indie developers, contractors in general earn $55,493 (~R$86.735)

Game Developer Magazine 10th Annual Salary Survey

Page 4: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 4 of 23

Brazil Online● Brazil is the 8th largest global internet audience● Since 2002 it has doubled every 3 years1

http://www.ComScore.com

Page 5: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 5 of 23

Brazil Gaming Prospects● Brazil buys > 50% of Latin

American virtual goods market - $336M USD

● 90% of Zynga's revenue is in virtual goods1

● Zynga's valuation is $10B1 vs. EA's $7B (May 2011)

● Online gaming in Brazil could be very lucrative

http://www.SuperDataResearch.com

Page 6: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 6 of 23

Games vs. Film● Games:

● Interactive: Hard to predict what will happen● Technology: Changes frequently + code● Timescale: Time experience is often longer● Creativity: Design often very flexible● Heirarchy: Much flatter in games in general● Salary: Full-time job more likely in games

Page 7: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 7 of 23

Sound Design

● Creative :: Design, style, recording, synthesis, editing, compositing, mastering

● Technical :: Define how the sound reacts to physics & environment to select or generate the sounds to trigger, where to store

● Production :: Purchase libraries, recording schedule, code schedule for complex real-time sounds such as engines and crowds

Page 8: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 8 of 23

Design● Top-down: Figure out your “big

idea” and worry later about how to actually do it

● Bottom-up: Determine what tools can do and figure out creative ways to get the most of them

● Typically one alternates between the two as technical issues and process limitations will force you to be more resourceful

Page 9: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 9 of 23

Technical● Discover the limits of the software

and hardware and push them● Expand the software capabilities and design

better audio tools to suit the game● You will often be pressed by the team for

storage space & CPU, so hold your ground● Things can work one day & be broken the next

Page 10: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

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Brazil AES 2011São Paulo, Brazil

Slide 10 of 23

Organization● What are your basic requirements? Over-

prepare for the worst● What tools, software & resources are needed?

Work closely with your coder & producer● A good process can be found by making all the

right mistakes once and taking risks - exciting!● Audio is always last, so be prepared for feature

drop, no money, no time & no love

Page 11: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 11 of 23

Samples● Often we begin by replacing placeholders● I'll often combine samples with synthesis to give

a cleaner sound with full harmonics● Samples are great for gameplay when we know

what will happen during length of the sample● Do we need to fill the entire memory or does

quality win over quantity?

Page 12: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 12 of 23

Synthesis● In Retro City Rampage 95% of

sounds are synthesized from pulse, triangle and noise waves

● Mod tracker allows detailed control and can mix synthesis and samples but is also tricky to learn

● OpenModPlug Tracker is free1

Page 13: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 13 of 23

Procedural Sound Design

● Generate audio in real-time based on rules and behaviours● Has been used in games since the beginning● Parametric, generative & real-time (ie. flexible)● Can combine samples with synthesis● Allow flexibility of layers and real-time effects instead of stereo mixdown

Page 14: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 14 of 23

Reactive Ambience

● A layered ambience is made up of several different loops

– Country ambience could consist of frogs, wind, birds and flies

● Reactive ambience would have frogs and birds disappear for a while after a gunshot

● Flies would decrease with wind and vice-versa

Page 15: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 15 of 23

Time-of-day Ambience● City ambience of horses, dogs, distant wolves

and crows could react to time● Crows and wolves would trigger randomly with

more crows during the day and wolves at night● Horses would be more present during the day

and dogs during morning & early evening hours● This approach is less likely in more advanced

games where all these elements are simulated

Page 16: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 16 of 23

A Job In Game Audio ?

Electronic Arts Canada, Burnaby, BC

Page 17: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 17 of 23

A Job In Game Audio ?

A “typical” game audio home studio

Page 18: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 18 of 23

How Do I Get Into Games ?● Research game audio and student sites● Participate in forums such as

SoundDesign on Yahoo1

● Play games and critique the audio● Learn tools like Wwise and Fmod● Play with languages like Pure Data or Max/MSP● Start making mods & games: www.moddb.com

Page 19: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 19 of 23

ModDB

http://www.ModDB.com

Page 20: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

VideoGameAudio.cominfo {at} VideoGameAudio.com

Brazil AES 2011São Paulo, Brazil

Slide 20 of 23

Game Career Guide

< www.Fmod.org >http://www.GameCareerGuide.com

Page 21: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

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Brazil AES 2011São Paulo, Brazil

Slide 21 of 23

School.VideoGameAudio.com

“The School of Video Game Audio was created by industry veterans Gordon Durity and Leonard J. Paul who have a combined history of over 30 years in the industry and over 20 years teaching audio for games. Their combined experience and dedication to the art and science of game audio has given their students the competitive edge in the industry. Their goal in creating the school is to raise the level of game audio on a world-wide scale by making it accessible and affordable to everyone who strives for excellence in this exciting field of development”

Page 22: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

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Brazil AES 2011São Paulo, Brazil

Slide 22 of 23

Indie Games –> Make your Own● 2011 – Retro City Rampage – (Vblank Ent.)

RetroCityRampage.com

Page 23: Brazil AES 2011 | Video Game Audio · 2019-10-16 · VideoGameAudio.com info {at} VideoGameAudio.com Brazil AES 2011 São Paulo, Brazil Slide 3 of 23 Game Audio Salaries US video

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Brazil AES 2011São Paulo, Brazil

Slide 23 of 23

Questions ?email: info { at } VideoGameAudio.com

web: VideoGameAudio.com

education: School.VideoGameAudio.com

twitt3r: twitter.com/VideoGameAudio