Tutorial Session #5, #6 and #7

What we discussed – With the final stages of my pre-production research completed I was in full swing of creating my final piece of work for the client. These three tutorial sessions were slow in terms of workload that needed to be done as other commitments got in the way. However David was helpful with guiding me towards different ways of approaching the project to maximize productivity in the limited time I had; this was mainly focusing on the composition of the song, as the sound effects had already been sourced at this point in time.

What needed to be done – The steps taken to complete this work were to give myself time to set up the VST instruments that I was using and sit down and let my creativity flow to produce the bulk of work. After this, it was a case of refining the composition to take the audience on a journey as if they were playing through the level itself.

Steps taken – I spent a day working out the VST instruments and figuring out a rough plan of where they would sit within the composition. The following day I found myself with a rush of inspiration from talking to Nick at CC as we were discussing old PlayStation games that we used to play in our childhood and reminiscing over soundtracks. From this point I’ve spent a few hours a day refining my ideas to a point which I am happy with, as well as making sure the composition compliments the video that I am working to.

Guest Lecture – Suddi Raval – 13/03/17

Today we had a guest lecture from Suddi Raval, who is the Audio Manager at TT Games; who are a part of Warner Bro’s, acquired in 2007.  Suddi’s lecture talked about his history within the audio industry and then his breakthrough into the games industry and all the other little projects he’s had the pleasure to take part in.

  • 5 years in the music industry
  • 22 years in video games
  • 2 years as a teacher 2007-09
  • Short films
  • Motion graphics
  • Interactive toys
  • Various bands
  • Radio show
  • Monthly magazine column

Suddi first began in the games industry after being approached by the Art Director of Software Creations to work on the Spiderman Separation Anxiety for the SNES. Suddi said that although it was his first time working within that industry, he found the work really exciting as it “felt like [he] was working on an album”. Initially he thought it would be a “cool” project to have as part of his CV, along side his music career, however ended up falling into it as a full time career and has been a part of that industry for 22 years.

I asked Suddi about the different roles typically seen within the sound department of the Games Industry. His main answer was company specific to TT Games, however he said this is typically the format for most companies of this size. The main job roles/titles typically include;

  • Junior Sound Designer
  • Sound Designer
  • Composer
  • Voice Over Team
  • Front End (Titles, Credits etc)
  • User Interface
  • Audio Manager

Typically on a project, Suddi would get a ‘design spec’, which would typically include a level breakdown; number of levels, length of time of the project etc. From this information, Suddi looks at the team he has at hand and their skill sets and gives each member a level to work on throughout the year.

Suddi discussed on a project such as LEGO Star Wars: The Force Awakens, each level normally had a group of sound designers working on it at once. The workload would be split between ‘In-game sounds (Spot effects, foley etc)’ and ‘Ambient sounds (Wildtracks, room/environment ambience)’. With both of these roles they would access the sounds from a sound library, CD’s, or they would create them from scratch with either field recordings or in their in house foley recording studio.

Other departments within the sound team such as the VO Team, Front End and UI team have their own specific roles within the game that are outside of the main levels. Within the games industry these are normally specialised roles that have their own dedicated workflow, again a timeline of work to hit certain milestones over the year would be distributed by the Audio Manager.

For myself, this lecture was incredibly interesting and really insightful into an industry that I want to get into. I asked Suddi the question of “What do you believe are the key skills needed for somebody to get into a role within game audio?”. Suddi’s answer confirmed what I already thought was the standard;

  • A core understanding of DAWs, show an applied understanding of how they work and also to show knowledge of a wide range of software.
  • To understand studio recording techniques (multi track recording, mic placement, different styles of microphones, polar patterns etc)
  • To show a keen interest and passion for Game Audio and/or the Games industry.
  • To have a demo show reel to showcase your potential; the show reel doesn’t neciserilly have to be a fully audio implemented playable demo. It could be a video of a movie or game play footage stripped down and replace all of the audio with your own work, which can prove your potential and creative drive.
  • And to show an understanding of different middleware that can be used within the games industry; essentially just ‘do your research’.

When AP2 is almost complete, I am going to email the video over to Suddi, who said he will be very critical and tear it apart, which is how TT Games work in their “post-mortem” of their games, once it is in the final stages of completion. This will give an honest, yet professional feedback on areas to improve my work.

Tutorial Session #4

What we looked at – This tutorial we focused on the work that is going into the blog. David discussed on how to improve the current work that is on there, as well as what direction I should be taking the blog in. Such as the use of writing short paragraphs for each screen shot uploaded, to gain a clearer understanding of what my ideas and thought process towards the project are.

What needs to be done – The steps to complete this work is to have a full look through of the blog and find out where information is missing, what research needs to be added as well as updating current material.

Steps taken – I have been through the blog in it’s entirety and made the relevant changes. Most importantly I have commented on the screenshots that have been sent over by CC. By doing this in itself I have started to create a checklist of sounds that I need to gather and record, which is slowly creating itself.

Tutorial Session #3

What we looked at – This tutorial was to finalise and mark off the Aims, Objectives and Learning Outcomes. Myself and David then discussed the next steps taken in order to complete the research for the project.

What needs to be done – For the research to begin I need to explore the role of a sound designer within the video games industry and to identify the key skills which are expected to gain entry into the industry. To aid this research I will talk to industry professionals, such as Nick Dixon (Sound Designer @ Deepsilver Dam Buster Studio, Nottingham). Barney Oram (Junior Sound Designer @ Cloud Imperium Games, Manchester). Martyn Stonehouse (Freelance Audio Designer).

Steps taken – I have made initial contact with a few people in the industry via Twitter and I am doing more in-depth research into the role of a sound designer.

Tutorial Session #2

What we looked at – For the second tutorial session we looked over my aims, objectives and learning outcomes to finalise and sign them off. We also discussed what steps need to be taken to move forward with the project.

What needs to be done – I need to amend the objectives and learning outcomes with the feedback which David gave me in the session. I also need to begin the research process and explore games, levels, sound designers, companies that I can take aspects from to influence my work.

Steps taken – Both the objectives and learning outcomes have been updated and posted on the blog. I have begun the research process and amended the current research in the blog to help aid my project.