 Best Sound, 2000 Theme Park World |
Having worked within the games industry for 11 years, I have seen several large changes in the format games are produced for. This experience gives me certain qualities and skills not found in "new blood" audio people.
· Working with the audio programmer in creating new tools to aid sound design, and add to realism of sounds, working within the confines of the format's sound capabilities.
· Working with the audio programmer to incorporate new technologies to allow sound to be more submersive.
· Size reduction of other designers content, to fit into memory requirement of the project. This may be simple cutting of data, sample resolution, creating "sentenced" sounds, and other "techie" approaches, wherever possible.
· Work with sound designers, discussing the most appropriate way to realisticaly get their vision for their sounds to work on the gaming platform.
· Port music, SFX, and speech from one platform to another. Use in-house orchestration and conversion tools to achieve optimum results for the target machine.
· Compose original MIDI music scores appropriate for game and target hardware; using in-house orchestration tools to arrange music to achieve optimum results for target hardware. Co-ordinate the hiring of session musicians and/or engineers as required. Remix and/or re-edit licensed music to fit game design.
· Develop sound effects on target hardware appropriate for the game, both through original creation as well as sourcing from libraries of pre-recorded material. Provide audio post-production for in-game video clips and in-house video productions.
· Produce and co-ordinate the integration of speech into the game. Edit recordings and fine tune files.
As for can see, this skill set gives the employer a complete one stop audio solution for their developments. For voice work, I subcontract all recording to a specialised recording studio, and use many of the London based voice/acting agencies to source the voice talent.
I have expert knowledge in the use MIDI equipment, digital mixing consoles, Sound Forge (audio editor), Cubase (music sequencer), Pro Tools and Nuendo (multi track editors), Reactor (software synthesizer), various "Tracker" music sequencers, and development tools for the next gen platforms. I have also been interviewed several times in the Music and Gaming press.
I believe the main area that stands me out from the crowd, is the fact that once your content has been created, I can work onsite, with your programmers, and implement and help bugfix all audio content.
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