Audio is King! (Almost…)
It’s another beautiful day in our fine city, and I’m getting settled in here at GDC, where I just got back from a killer panel on next-gen audio. Going in, I thought I would probably be hit with a heavy debate on file formats and standards (not that we at Mix don’t love our tech specs, but hey-girl just got here!), but was instead treated to a lively philosophical discussion on the role of audio in the development process, in the advent of new technologies.
Some big questions were posed here: First, how do we use audio to tell the best story to get an emotional response-just like in any other field? And, the universal concern…is technology allowing us to do more, or limiting us? In other words, are we using a tool for the sake of the tool, or in a manner that is creative? Just like in any audio production situation, it was agreed that a technical feat does not equal emotional content. And it is incumbent on the audio pro to recognize the difference. The catchphrase “a pixel never made me cry” is a popular one here in game world…it was agreed that creating emotion doesn’t drive the next-gen technology, per se, but it is certainly a major goal.
Another issue on everyone’s minds is getting better quality audio on the radar of game producers everywhere. How to get support from senior management? Invite them to a scoring session. Take them to a Foley stage. Show them that audio is fun. Make them a FAN.
The panel of gurus, led by Dave Murrant, acknowledged that they were preaching to the choir here. A logical next step might be a multidisciplinary session here at the show-get the producers and designers involved in a larger dialog, because after all, it’s a win-win situation…
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