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Game Audio Design + Implementation

One of the final assignments at University, part of the 'Audio for Games' module, involves recording, designing and implementing all the sound for a 3D third-person shooter level, made in Unity. The sound effects and voice over design is being produced using the middleware FMOD Studio, among other standard audio editors and tools.
We were provided with tutorial/demo level created in the Unity 3D engine and a connected FMOD Studio project, in which we had to implement models for items, projectiles, soldier movements and environmental features (water + atmos).
A screenshot showing the 'event editor' view within FMOD studio.  On the left, events were put into folders and implemented individually using a variety of techniques - involving the use of multiple parameters such as surface, velocity and direction.
A screenshot showing the 'mixer' view of FMOD studio.  The use of mixer snapshots was fundamental to some aspects of the game.  Highlighted in this view is the 'reverb overbridge' snapshot - which brings up the reverb return level for all events (apart from atmos sounds) and provides a unique set of reverb settings for that specific reverb zone.
So far the implementation of the game audio has been done using placeholder sounds, and the next stage of the project will involve a schedule of field recordings, 'foley'-style recording and sourcing extra sounds from sound libraries.  After that, sounds will be edited, processed and generally prepared for implementation in FMOD.
Throughout university I have found it thoroughly beneficial creatively and time-wise to create simple GANTT charts for my assignments. This helps me visualise the work breakdown and set mini deadlines for major parts of the projects. Here is a simple GANTT chart for the last month of this 'audio for games' assignment.
Game Audio Design + Implementation
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Game Audio Design + Implementation

I am currently completing an assignment for university for the 'Audio for Games' module - this involves recording, designing and implementing all Read More

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