| AUDIO |
| Guidance and Advice |
| OVERVIEW Audio for games has changed dramatically since the very early days of monophonic beeps in early arcade machines. In a relatively short time the shift in what is possible in terms of fidelity, interaction and content for audio has been huge. Now game audio can offer the same exhilarating experience that film audio can, presented in hi-fidelity, immersive surround sound. So when you tell people you work in game audio and they say: “oh you make all the beeping sounds then?” - it’s not quite like that anymore. Indeed, now games use A-list Hollywood actors for voice over, and some of the most influential sound designers and composers are starting to work within games. |
| JOB ROLES
The main tools will be sound editing software such as Soundforge or Wavelab, but also Vegas and Acid for music editing. Typically this person will be assigned to a specific project and will be given tasks by the Audio Lead/Senior Audio Designer and Project Manager. However, there are also audio department duties such as creating sounds for the audio library, which are part of the role too. Good experience in recording, microphone techniques, audio manipulation and editing, foley techniques / recording, field sound FX recording, dialog recording and editing. Although this is the first step on the ladder, there is plenty of opportunity for creative work and creating new sounds. Back to Job Roles
The art of sound creation and implementation - actually putting the sounds into the game - go hand in hand for this role. The Audio Designer will be responsible for working with the Audio Lead/Senior Audio Designer, level designers, animators and coders to create content and make sure it plays correctly in-game. It’s thus essential to be able to think creatively about audio and to communicate those ideas to other people. The main tools for content creation by the Audio Designer are the same as for the Junior role, but they will be expected to use more plug-ins. The main tools for implementation will be in-house. Typically this person will be assigned to a specific project and will be given tasks by the Audio Lead/Senior Audio Designer and Project Manager. Experienced in audio production, recording, editing, mic techniques; experience in film sound a bonus but not essential. Highly skilled with audio software, plugins, sound creation through location recording, foley, synthesis etc. The ability to compose music in a wide range of styles is also important. Back to Job Roles
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| GUIDANCE & ADVICE Sound design is part technical and part creative and so you need to be able to think pragmatically whilst also having a high level of imagination. Not only is it useful to know how to use audio software, but also how audio and sound works in both the real and digital worlds. A great deal of a sound designer’s time will be spent implementing the audio they have created, so a high level of computer proficiency is required; level designing experience is also useful as you will be using similar interfaces to implement the audio into the game worlds. You should also have experience in sound and voice recording, surround sound systems, data reduction techniques and various forms of synthesis. Best Tip: Music Designer Skills Required: You’ll need to be able to compose, arrange and produce music in styles ranging from epic film score to electronica to 1950s big band, and most things in-between. You’ll need a good working knowledge of sequencers, vst instruments, midi, plug-ins etc… Coming from a film-music background helps, as you will have already developed many of the skills required. Although it’s not essential to play an instrument, it does help. Even with the best programming it’s always better to have live elements in a piece. A broad knowledge of music, instruments, and being able to think creatively is essential. Best Tip: |
| SUBMISSION GUIDELINES Sound Designer Music Designer
Good luck! |