Tuesday, 16 April 2013

Audio for games

(a brief) History of video games


Sound for games: Personal timeline 

Run the gauntlet
-Zx spectrum 1989-


Michael Jackson's Moonwalker
- Sega megadrive 1990 -


Revenge of shenobi
- Sega megadrive 1989 -


Final fantasy 7
- Playstation one 1997 -


Goldeneye
- N64 1997 -



Perfect Dark
- N64 2000 -



Jetset Radio Future
- x-box 2002 -

http://www.youtube.com/watch?v=nZtW67Xr9AA

Fable 2
- X-box 360 -





Task 1
  • Individually looking at your list of games from the previous week, pick 2 and apply the categories to those games. Establish what is happening at those moments in game and what sounds you are hearing.
Perfect dark N64

-Creating Atmosphere -
Within perfect dark the atmospheric soundtrack acts as the base sound throughout the game. It is very filmic and almost a homage to the secret agent films such as James Bond or Mission Impossible. It uses a lot of staccato phrasing which gives a feeling of urgency and danger as well as synth pads and choral sounds to emphasize the importance of your role in the game, that what you are doing is epic. To keep it interesting different motifs circle over one theme, drum patterns loop in and out allowing for tension to be built up in waves.


-Assigning meaning to an event -
Perfect dark uses many different sounds that allow the player to know that an event is occurring such as the sound that is heard when a gun is picked up and the reloading of the gun. Firing and aiming also have sound as well as dialogue from other characters. Similar to the rings in sonic the sound enhances the gratification of gaining something. These sounds are abrupt and high in the overall mix of sound. It is important that these sounds are correct and pleasing to the ear. In addition the tempo of the soundtrack speeds up at certain points to indicate the end of a level and a boss fight. This alerts the player and builds excitement. Much of the rhythm is designed to get the heart racing.


-Appeal to a certain market -
Perfect dark has extremely similar sounds as its predecessor GoldenEye so I feel the company were aiming in a similar direction especially with its use of the same gloomy secret agent sounds that give the game the a sense of mystery and unknown. The general audience for these games are similar to action/thriller film fans and sound such as guns being loaded and electronic tech sounds appeal to this audience. This is probably something which has come out of films often futuristic themes based on technology and science fiction.


-Providing rhythm for gameplay -
Perfect darks rhythm as a game relies on building suspense and much like many other games of its time the sound would stay the same until a chase or a boss fight occurs. The rhythm maintains constant at around 90bpm and can double time to 180bpm when more tension is needed such as a boss fight. The different elements build a collage of sound, this is important due to the stealth nature of the game the player is not supposed to blast through the levels but rather to be more stealthy and allow for events to happen. The music allows this by building drum patterns and dropping down to synth string and choral sounds to try and get the player to slow down and remain cautious.

-Cueing gameplay events -
Perfect dark was designed as a stealth game so it relies on the character being as quiet as possible which allows the background music to build the mood and suspense in addition hearing voices before seeing people is often a cue to an event, either a confrontation such as guards or a character you are supposed to help. This can direct the player in certain directions which is useful as much of the game is open world snadbox levels.

-Linked to a broader set of concepts -
Many of these sounds will be familiar to action adventure/thriller films. These films are often centered around a male driven hero, large political narrative concerned with international events. Secret agents, rouge groups, large scale plots. These games allow the player to become the hero and the sounds support the genre of film to which the games associate themselves.



Final fantasy 7 Ps1

-Creating Atmosphere -
Final fantasy games in general are fantastic at creating an atmosphere within their games using unforgettable and beautiful melodies to invoke emotions from its players. Much like blockbuster Hollywood films and the scores of John Williams the soundtracks are epic, invoking magic and the fantasy of films such as ET, Superman and Star Wars. The tone is very light and fun reminiscent of childhood in an escapist sense. It reminds me of the never ending story. The music signifies the journey undertaken by the player. It enforces the epic scale of the game and the heroic role of the player. It uses a full orchestral score created electronically through MIDI which kind of gives it its own style, more suited to the 8bit sounds of early concepts. The music is not subtle but grand in every way. The music seems to encapsulate a raw sense of adventure better than many films have manages to do. I could totally imagine this soundtrack being used in a big budget movie.

-Assigning meaning to an event -
The main events that take place during final fantasy are within the fight scenes when weapons are fired and a hits is taken also when the fight is won there is a victory sound that occurs. Using the orchestration the atmosphere is changed by building up and dropping down through the use of instrumentation. The music is able to control the mood of the scene. In addition each significant character has its own musical theme much like a wrestler to signify his entrance also much like a boss fight in most games.

-Appeal to a certain market -
Final fantasy is a franchise and over time has built up its own fan base, appealing to a very specific market; mainly action role playing game fans which have grown as a result of the series. The music appeals almost every listener and is secondary to the action but still very important. Orchestral soundtracks have been used in films for decades and as an audience we are well aware of the techniques that are used to alter the atmosphere.

-Providing rhythm for game-play -
Rather than the urgent staccato rhythms of Perfect Dark, Final Fantasy 7 uses much more flowing melodies and arrangements of music rather than a collage of sounds. The music is written to identify with certain characters, each of which has their own rhythm. Less concentration is used on tension but rather on a feeling or a sense of atmosphere. Being a RPG the player is not supposed to run through each level but to take time and interact with their surroundings. The music is able to provide atmosphere without generating a sense of urgency.

-Cueing gameplay events -
In a similar way to Perfect Dark sound is used to introduce new characters or alert the player to an event that is about to occur. Main characters will have their own theme within the score which will inform you of their presence. 

Task 2
  • Look at one of your favourite films and apply the same categories to it.
The Blues Brothers

-Creating Atmosphere -
The music in this movie is just as important as any other aspect it keeps everything flowing it creates the perfect atmosphere especially the chase scenes with the police. The music uses well know soul and blues songs within the narrative often being played and sung by the main characters. There are also a large number of cameos from famous musical artists. The general atmosphere is one of soul and blues music, fun and soulful yet the film also has a comedic twist that is evident in the music.

Assigning meaning to an event -
The main events that occur in this movie are pretty cheesy sounding such as the crashes and bangs that occur especially the firing guns, these sounds are deliberately overdone to comic effect. Police sirens and gun sounds almost become a parody of action films. In addition the film uses song and dance in a musical way so that the music becomes the focus for the duration of the song. This is less important to the narrative but this is less important. The film is a celebration of the music and culture that surrounds it. The music is the most important aspect of the film. Orchestral music is used to spoof and reference other films.

-Appeal to a certain market -
The film is mainly comedic which can be heard in the range of sound effects. This is a light hearted-comedy that appeals to fan of soul and blues. This music and the artists themselves have become so popular that they are revered in popular culture, hence the success of the film and the subsequent success of its soundtrack.

-Providing rhythm for gameplay -
A lot of the soul and blues records used in the film have strong rhythms that when edited properly drive the action on screen. This drives the action and creates the fun happy atmosphere. Even the sad songs are upbeat and give off a good vibe and message. The films rhythm itself is fairly random a sequence of events strung together through a selection of musical cameos. As in a lot of comedies rhythm is less important apart from the car chase sections where suspense and action grow stronger through the use of rhythm.

-Cueing gameplay events -
Intros from famous songs in dialogue can cue musical events speech can reference lyrics from a song or lead into a song giving clues to those who are aware of the artist's work. Also the technique of using the first few bars of music from the next scene at the end of the previous scene to create expectation and reward.


-Creating Atmosphere -

This may set the overall theme; sound is core to making a space a place.

-Assigning meaning to an event -

Couple kissing, happy sound of 'pick-ups'


-Appeal to a certain market -

DJ Hero vs Guitar Hero


-Providing rhythm for gameplay -

BIT.TRIP RUNNER


-Cueing gameplay events -

5.1 Surround sound noises coming from a certain direction, stealth games


-Linked to a broader set of concepts -

Sound and music may have a deeper contextual relevance to individuals


On Sunday, October 30, 1938 America sent into a state of panic. why? 

On Sunday, October 30, 1938, millions of radio listeners were shocked when radio news alerts announced the arrival of Martians. They panicked when they learned of the Martians' ferocious and seemingly unstoppable attack on Earth. Many ran out of their homes screaming while others packed up their cars and fled.


Though what the radio listeners heard was a portion of Orson Welles' adaptation of the well-known book, War of the Worlds by H. G. Wells, many of the listeners believed what they heard on the radio was real.

What is a Foley sound?

Foley is the reproduction of everyday sound effects which are added in post production to enhance the quality of audio for films, television, video, video games and radio.

jean baudrillard

hyper reality




Experiment with games that only have sound....

Blindside - This game I could not unfortunately play but it was made using the kickstarter program You play as Case, an assistant professor who wakes up blind, to find his city destroyed and mysterious creatures devouring people. Will you and your girlfriend be able dto find your way without sight? How will you escape? Run for your life, navigate the darkness, and uncover the mystery of the apocalypse--all in the dark!Blindside

From what I can gather from the video it seems like a great path to be taken for these types of games it allows the player to be fully immersed in the games environment whilst just using sound very similar to a virtual reality setting.

3D snake - move the snake around in a 30 x 30 grid world with your arrow keys. Your objective is to collect as many fruits as possible but avoid collisions with the walls. The walls are represented by a wind sound and the fruit is represented by a beeping sound, the closer you get to the fruit and the walls the beeping/wind sound gets louder. 

This game was very difficult at first but the more I played it the more I got used to it. I had to play it with my eyes closed because when I was looking at the screen it took the concentration away from the sounds I was hearing, if I was to change anything it would be the sounds that are used as the waves under beeps were very quiet until you get right next to the wall I would have chosen a more of a solid sound for instance also I would take advantage of the 30x30 board by making the beeps sound 3 boxes before you reach the wall.

   Ref: http://audiogames.net/



Dialogue
When I play video games nowadays most of the time I play with the sound turned off I dislike repetitive dialogue and it really puts me off games especially in a lot of rpg's the Npc's constantly repeat the same piece of dialogue every time you pass them this happens frequently in games such as The elderscrolls V: Skyrim and The Whitcher II It seems the most effort goes into when an Event takes place, It also occurs in many other game genres the worst offender being in sports commentary especially football games. 

This is from a website that I found whilst looking for an audio design document it describes perfectly how I feel about audio in video games. 
"When customers put down their money for a game, of course they expect the best gameplay, AI, and graphics. Why, then, does the 
audio component always seem to be less on par with the rest of the product, as if it were an afterthought? Consumers are becoming 
increasingly aware of the potential for audio in games, and in the near future (if not already), excellence in this area cannot continue 
to be put aside due to the production demands of other in-game components. 
It's possible that when it has been put aside, the audio design -- the design and implementation of music, sound effects, and dialogue -- may have been too 
casually put together, or oversimplified. It may have been presented, say, as a list of files on a spreadsheet; where only some of those files, along with their implementation, were 
most likely coded in for testing. The rest is left incomplete until the closing stages of the development cycle, possibly as nothing more complex than triggering a sound-for-an-object 
on the screen. 
If graphics are so closely linked to game design, why shouldn't the audio be as well? Granted, in terms of the other project components, the complexities of audio design (and its 
time line) may be smaller, but audio considerations in general should have just as equal importance. "Equal importance" shouldn't necessarily have to mean "expensive," however. 
Some careful thought and attention to audio design early in the development cycle will pay off many times over later on."

Ref: http://www.dreamquakestudios.com/ADD.html



- Adobe Audition  -


Edit a piece of sound in adobe audition to get used to the software
Keep files size to a minimum
Cut sounds when they hit the bar to stop cracking

This is my first time using any audio software we were given a piece of sound to mess around with this is what I came up with.  

-Storyboard-

200 word scene from the story and create a timeline of sounds that take place.

The scene I am using begins with Danny outside in very little clothing wondering aimlessly. a Thunderous entrance with hard rain with some very low ominous sounding music With this scene I am hoping to get a lost feeling across to my audience a female nurse enters the scene she asks 'Danny' some questions about what he is doing outside in the rain. The nurse takes him back to a small hospital where she works the next scene consists of a beeping of a heart monitor a conversation begins between the female doctor and her co-worker she begins to explain that the boy she has found has no identification and won't speak a word. The male doctor attempts to communicate with the boy the scene ends with the doctor telling boy
'Don't worry we will take care of you, you're in a safe place'
scene 1: Thunder cracking - emotions / fear


-Creating sound effects -

We were set the task to go out and record a collection of sounds to edit using adobe audition these would be used as as apart of our game 

My collection of unedited sounds (soundcloud)

Sound effect ideas?
slamming doors
Futuristic door - seat height adjuster ?

source
http://www.epicsound.com/sfx/


Project summary 

What went well? Overall I was happy with the start of my project, looking into the sounds  that have built up sounds video games to what they are now the research I conducted went really well Unfortunately I was unable to attend many of the classes so I had to receive the work via email which worked for the most part

What didn't go well? Due to the amount of time I had off I was unable to take part in some of the practical aspects of the work, I was able to record my sounds for the editing part but I was only able to do the minimum amount all of my unedited sounds can be found via the sound cloud links.   

What would I improve and what will I use in future? which concerns to making changes to how the project went I could only change my only personal circumstances due to family commitments I was unable to finish this project I missed a lot of class time and did not have the time to edit the sounds I had started to create I feel I could have done a much better job. 





Wednesday, 5 December 2012

3ds Max Elements

3DS Max

3ds max http://www.cgrats.com/essential-3ds-max-keyboard-shortcuts.html

This is a collection of models I have created

Sledge hammer


Tree
A tree created using multiple bitmaps to make it as lo-poly as possible


Crate 






Sword



Shield
A shield created using a specular bitmap to give great detail within a very lo poly model


Tennis ball

These are the first objects I attempted to make using 3ds max I followed a couple of tutorials from you-tube so I could get used to the interface I found them both very difficult as I had little to no understanding of the program. The tennis ball started out as a square (50x50x50) Using the spherify modifier to get the general shape then turning the model into an editable poly from here I used the chamfer tool to create the tennis ball seam. Once I got the final shape I simple added a turbo smooth and began to texture this consisted of a simple green texture and increased the bump to 100 added noise and finished noise fractal at 0.1.









Mace

This mace began life as a sphere using f4 to see the edged faces I then converted the sphere to an editable poly allowing full control over the model, I then went to choosing the spike positions approx 1 to 3 spaces apart from each other highlighting each one. I used the extrude by polygon tool to extrude the spike faces and the Weld tool to weld the edges







Staircase model


Modern staircase with a main focus on spline modelling - I started the model with a single step and took a look at cloning to gain the necessary spiral positioning/alignment once this was achieved I created a hole in the upper floor to finish the model off a simple rail and organised the scene.




Lighting attempts
I spent a lot of time on the lighting for this, it was the first time I'd attempted a full lighting setup I used a mixture of blue/orange lamps to get a warm feeling









A lighting error that arose due to the material on the model being see thru




Sources

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-a-modern-spiral-staircase-in-3ds-max/
Lighting process 
Turn off the target spotlights and check your mr area omnis. Make sure the near and far attenuation are unchecked. Do a test render. It should be lit up enough for the object to show up. nvidia mental ray is correct. mr area omni and mr area spotlight are the lights to use. Be sure the spot lights are pointed towards the object, and be sure you turn up the multiplier to about .4 or .6. Also, make sure your spotlights are much closer to the object. I created a scene real quick that has the entire lighting set up for you to look at. Here's an image of what the rendered teapot looks like in the scene:




Other work
A table created to test lighting and shadows



Project summary

I am not happy with my progress In 3d's max, due to personal circumstances I was not able to attend college a great deal I did as much as I could during the time I had spare, but due to family commitments this was limited as this was my chosen specialty I am very disappointed as I feel I could have excelled in the subject. 

Monday, 3 December 2012

WORK BASED LEARNING - PCAD100

Personal Statement research

What to include?



  • Keep it specific so the person reading it doesn't have to work
  • White A4 paper
  • Spell check
  • Say when your available to work
  • Action words

My covering letter



Write a personal statement about your immediate goals and how you intend to achieve these?



My current goal is to complete the first year of the games design course I also wish to create a portfolio of my 3D modelling work. I want to feel confident with my work flow so I can work efficiently. This will include time management which is a large part of 3D modelling. 

Write a personal statement about your goals for the next 18 months?


To achieve my goals it will take more than 18 months the 3D modelling software will just require a lot of practice. I will work on my Time management with my tutor and set myself goals and increase them when I have been successful. 

Write a personal statement about your goals for the next 3 years?


To achieve my degree and have a portfolio I can be proud of
  • Current CV 
  • Future CV?



Identify your skills/experience gap


These are the skills I feel I lack and need to get to my desired future CV


Writing skills 
time management 
problem solving
confidence 
experience


3D modelling artist research


Many industries use 3D modelling software I feel it has a big part for the future whether it be within the games industry or elsewhere.

Entertainment
Gaming 
Architecture
Publishing 
Advertising & marketing
Geology & science 

Source
http://www.steves-digicams.com/knowledge-center/how-tos/video-software/6-industries-that-use-3d-modeling-software.html#b


S.W.O.T Analysis


  • Strengths
  • Strong technical knowledge (programs/technology)
  • Imagination
  • Great leadership qualities
  • People skills/Communication skills



Weaknesses

  • Drawing ability
  • Time management
  • Lack of work experience
  • Expanding 3D abilities


Opportunities

  • Expanding knowledge of the industry i.e. conference
  • Continuing to expand my education 




Threats

  •    Competition within the Game-industry
  •    Confidence in my abilities
  •    The evolution of the industry/technology






Applying S.M.A.R.T goals to your S.W.O.T threats


Specific
Getting into the games industry

Measurable

My time management skills are in need of work I set my targets to high

Attainable

Increase the skills in my 3D modelling I feel I have good grasp of the software.

Realistic

Creating a portfolio of my work 

Timely

Keeping up to date with the industry and technology....





Monster interview


Score 2872


Interview questions


What is a leading question? 

A question that prompts or encourages the desired answer 






positive and negative body language






Good
Eye contact
Posture
Hand shake
Smile


Bad

Slouching
Uninterested
Arms crossed
not making eye contact 





What makes 
good cv?


Creating the perfect CV has very specific guild lines but can still be varied in the design process.
  • 2 pages max!
  • use Action words
  • Use bullet points to keep information simple/focus 
  • headings and subheadings 
  • Only Include school education with good grades
  • Use a suitable font...not comic sans 

When I made my cv I avoided templates from the internet I feel this way my cv can stand out from most others I feel this is very important,


Below is list of CV errors that employers said would make them automatically reject a candidate:


CVs with spelling mistakes or typos 61% 
CVs that copied large amounts of wording from the job posting 41% 
CVs with an inappropriate email address 35% 
CVs that don’t include a list of skills 30% 
CVs that are more than two pages long 22% 
CVs printed on decorative paper 20% 
CVs that detail more tasks than results for previous positions 16% 
CVs that include a photo 13% 
CVs that have large blocks of text with little white space 13%

Social media

Using social media sites to sell yourself and your work has never been so important then it has in this digital age.


Below is a list of media utilities traditional and digital that can propel a persons cv/blog/portfolio  




Facebook - share button/business pages 
twitter-tweet button
blogger - adverts/buttons
wordpress - Automatic tweeting app
tumblr - videos/buttons
linkedin - Reach businesses/companies directly
youtube - adverts
e-mail/signature
Paper and media advertising

Using the above sites can allow you to reach millions of people the best thing about these sites is that they can all work together although they all have there specific roles it is possible to make them work the way you want them to.



Dream job research 

My aim for this research is to find my dream job and as many details about the company as possible.

Portfolio
5-7 years Experience (Triple A title company)
Relocation?

The first thing I noticed about all of the jobs I have looked at so far is the amount of experience that is required some companies ask for at least 5 years experience within the industry and some like below ask for more.

Looking through 3D modelling roles it looks like the role is much larger then i anticipated the roles range from 

Junior 3d artist
Texturing artist 
Asset artist 
Character artist 


Below I have found a very simple and great guide of how to get into the games industry as a 3D artist
- http://www.3d-for-games.com/blog/getting-into-the-games-industry...-3d-artist -

This image is taken from the jobs page at Bethesda  it gives a good idea of the requirements  


Senior character 
artist role


The job I found is for a company that I admire greatly they make amazing games and are very consistent in the games they create. Cdprojekt Red make non linear adult role playing games these include The witcher series which has won hundreds of awards they also have many new Ip's in the pipeline including cyberpunk 2077.

I feel this role would be a great target to aspire to it includes the 3D modelling aspect of games design that I enjoy the most looking into this role has given me a better understanding of the types of roles available in the industry.

As a Senior Character Artist I will be responsible for creating photo-realistic characters in high and low poly in a timely and professional manner. assist in the development of the character art pipeline and practices, setting a quality standard for character assets and mentor others.



Responsibilities: 

Creating high quality game assets in collaboration with Concept Artists and the Lead Character Artist 
Helping in defining the quality standard for character assets 
Helping refine and streamline the character art production pipeline 
Working closely with the Animation department 
Prototyping new technologies on the given platforms 
Mentoring others 


Required skills & experience: 

Over 5 years of professional production experience in game development 
Have shipped at least one AAA title as a Senior Character Artist 
Excellent understanding and sculpting of the human form 
Strong skills in Photoshop, ZBrush/Mudbox 
Strong experience in one of the leading modeling packages (3DS Max, Maya, etc) 
Experience in modeling and texturing a diverse visual range of characters and creatures. 
Excellent communication skills and ability to work efficiently within a team 
Ability to easily communicate in English 



Nice to have: 

Strong understanding of real-time shaders will be appreciated 
Lighting and rendering abilities will be a plus 
Animation and rigging skills will be appreciated 
Avid gamer experience and deep knowledge of the industry will be very appreciated
http://cdpred.com/senior-character-artist/

My specialist skill 


The specialist skill which i'm working towards to is the role of a 3d modelling artist this is not restricted to the games industry as i feel it will have a massive role within many different areas of the entertainment industry. 

I don't currently have any experience within the industry apart from some minor game testing where i was required to give feedback.

in order to bridge the skill gaps is to go and try and do some work/intern-ship, contact professional already in the industry for advice and to always practice and improve my skills by self-teaching and to find tutorials to learn new and better skills and to learn skills by making games with the small group I’m in which would help a lot with experience, being to go through the actual process.

what have I learnt about my area?


Whilst researching the 3D modelling sector of the games industry I have learnt a lot of things some I knew and some some I was completely unaware of. 

Like all roles with in the industry it is extremely competitive and you have to stand out from the crowd the main thing I didn't realise was how many different roles surrounding the 3D modelling sector there were this has changed the way I think about how the industry runs and allows me to choose more of a specific direction for my work. I will continue to increase my skills and build my portfolio as I feel right now they are far from the level within the industry this scares but also makes me look forward to what the future may bring. 

Where do I stand in the industry?


At this point in time my place in the industry as it stands is non existent I will continue to create my portfolio and extend my skills within my desired subject.

I currently have a contact that works as a 3d modelling artist which I send my work to she continues to give me great feedback.

How can I gain more skills?

Research
practice
Listen

Bridging the gap between me and the industry? 


Attending industry events 
send my work to companies
linkedin
portfolio 
applying for volunteer work in the industry to build up my cv



Resources -
http://jobs.zenimax.com/requisitions/view/71
http://forums.cgsociety.org/
http://www.gameartisans.org/forums/forum.php
http://www.3d-for-games.com/forum/
http://www.polycount.com/
http://www.gamesindustry.biz/