any one has ever done audio for games?

vikk

Member
Nov 29, 2005
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can anyone give some 101 tips on getting started on game engines? most common used, open source engines for FPS and MMORPG games?

in my city is very few games being produced, and audio being outsourced to other countries. So there is definitely a slot to be filled.

i have a fairly big sound bank to start with
 
I don't think any different rule applies here than creating other kinds of music. Hear lots of similar music and practice. A track is successful when you hear it and automatically get the feeling of what's going on without seeing anything else from the game. But it definitely is a tough nut to crack as the guy before me said...
 
You don't need any game engine bullcrap thing

Just do your thing, tunes/sounds/fx and sell the stuff to .wav/.mp3/.ogg/etc
It's not the 8 bit era anymore, that was 30 years ago
 
I think it's important to draw a distinction between whether you are trying to do design, composition or simply anything. I've played a very small roll on some big titles and I can tell you game audio is incredibly competitive. For every 50 guys working on a game you'll have one full time audio guy. The more skills you have the more marketable you are. To say you don't need to know middleware isn't good advice because lots of small studios want everything from one guy. You can certainly get work without it but learning it will only be a positive on the quest for work.
No matter what networking is the most important skill by far. Location only really matters to the extent that you can shake hands with people. There are some big studios here (epic, redstorm, insomniac, etc) but all of my work comes from SF and NYC.
 
It all depends, I've done games where you just have to hand over the sound & music, then I've done games where I had to actually bring everything in and sort it all out in the engine, the 2 that I have used/using are Unity 3d and the Unreal Engine, they both work on similar concepts with the audio (audio listeners, 2d or 3d positional, rollof, filters etc etc etc) but for me the Unreal Engine is the best, busy checking out CryENGINE 3 but it's not the most user friendly to work with.

You can download fully functional versions of Unity and UDK and CryENGINE and start playing around/learning, there are plenty of youtube videos to get you started.

It's job dependant though on what they ask for, but if you get a good working grip on Unity and Unreal it will come in very handy.
 
^thanks, i'll check them out. Here currently there is more MMORPG games being developed, there is no real game industry, audio is often overlooked, simply because there are no qualified people. I seen a bit of Unreal Engine it look good indeed.

I don't think any different rule applies here than creating other kinds of music. Hear lots of similar music and practice. A track is successful when you hear it and automatically get the feeling of what's going on without seeing anything else from the game. But it definitely is a tough nut to crack as the guy before me said...

You don't need any game engine bullcrap thing

Just do your thing, tunes/sounds/fx and sell the stuff to .wav/.mp3/.ogg/etc
It's not the 8 bit era anymore, that was 30 years ago

being good at the design/composition it's of course subjective, this is why i think it's important to have a grasp on game engines, as a way to stand out.

I think it's important to draw a distinction between whether you are trying to do design, composition or simply anything. I've played a very small roll on some big titles and I can tell you game audio is incredibly competitive. For every 50 guys working on a game you'll have one full time audio guy. The more skills you have the more marketable you are. To say you don't need to know middleware isn't good advice because lots of small studios want everything from one guy. You can certainly get work without it but learning it will only be a positive on the quest for work.
No matter what networking is the most important skill by far. Location only really matters to the extent that you can shake hands with people. There are some big studios here (epic, redstorm, insomniac, etc) but all of my work comes from SF and NYC.

this is what i'm interested in, being sort of a in-house sound designer in a game company, i could count on my fingers how many´people here in Brazil are qualified to do such thing. So hopefully i can rise to the job.
 
Quote: Audo is often overlooked-

I assisted to a presentation of a new software here in Montreal.
The guy programmed his own software to use for video games music and sound for Ubisoft.
I don't remember the name it wasn't for all the recording but for where the sounds are triggered in different places in the levels...
According to the presentation the sound guy is tossed asside and does'nt really have his own desk in the place, they usally improvise a space for the sound guy somewhere.
While all the programmers had their own desk or office.
Didn't sound like a very appreciated part of the industry at least here in Montreal.
I was interested until I saw this...but I guess you have your own idea/experience.
 
I've always thought about this as an alternative income source but when it comes to dealing with programming software I have no experience. I'm reluctant to learn part of yet another trade and add to my already large closet of job "hats". I assume we would have to be much more liberal with dynamics for gaming audio, much like film score, etc.
 
for any guys working with these programs that place sound in the 3d field - are there any programs that let you do binaural sound?
 
There's Rapture 3d for the Unreal Engine:



There was a couple others I can't remember, none of them really work that well though.

Anyone interested in game audio should check out Battlefield 3 if you want your balls kicked, it's pretty impressive.
 
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interested in game audio should check out Battlefield 3 if you want your balls kicked, it's pretty impressive.

I worked on that game, not on the audio side but as a level designer. Really proud of our audio department though, it's grown quite a bit in the last few years.