Showing posts with label Great. Show all posts
Showing posts with label Great. Show all posts

Friday, July 8, 2011

10 Great Tips to Get Gorgeous Wedding Flowers


From the rings to the shoes, from the food to the flowers, weddings come at no small cost. It only makes sense that current brides and grooms-to-be are choosing to penny-pinch wherever possible. Wedding flowers often become the first casualty of a budget-minded couple's matrimonial plans, but there are many tricks of the trade which will allow you to lavish your ceremony with floral bliss and not break the bank. Use these excellent tips to minimize spending and get the biggest bang for your buck!

1. Choose Flowers in Season

This is a critical money-saver. It is also important to keep in mind that flowers look and smell best when they are fresh and in season. This is especially true for roses. But if you have your heart set on a particular flower that holds sentimental value for you, it would be wise to plan your ceremony around the time period it will be in seasonal bloom.

Although flowers in season will give you a beautifully scented bouquet, use caution with the flowers you choose to include in any centerpieces at your reception. The fragrances that come from flowers as gardenia, jasmine or freesia can be overwhelming and may not be the best choice for dining tables. Overpowering flowers might also stir up any allergies that your guests may have.

2. Do it yourself

When considering the daunting task of preparing and designing the wedding floral arrangements on your own, take the time to fully consider all of the responsibilities that will come with such a task. Questions that you might want to ask yourself are:

o Am I motivated enough?

o Will I have enough time to arrange bouquets/centerpieces before the ceremony?

o How much money will I save vs. how much work is involved?

Many women find that, in the interest of saving money, they end up learning a costly lesson. It is important to remember the many challenges involved with coordinating what may be the most important event of your life. You may be able to find a relative or member of the bridal party who would be willing to help you assemble your floral arrangements and bouquets. Think of the fun you would have spending your last days as a bachelorette with your best friends!

If you find yourself industrious enough to go it alone, there are many quick courses in floral design that are available through local community colleges and arts-and-crafts stores such as Michaels.

The internet is a fantastic resource to take advantage of, as well! Web sites such as save-on-crafts.com offer free instructional lessons that will tell you not only which flowers work best in a bouquet, but provide valuable steps designed to help you put your arrangements together successfully. You might also want to check for wedding ceremonies that will be held on the same day as yours. Chances are good that you could share the expense of the ceremony flowers with another couple looking to do the same!

Keep in mind, however, that even if opting for the "budget bridal bouquet", remember that it is a very key aspect of the wedding and should be an expression of the bride's personality. Try to keep a sense of balance between the wedding gown, the bridesmaid's gowns, the ceremony flowers and decorations and the bouquet.

From that point, the other flowers, such as the bridesmaid's flowers, the flowers at the reception can follow the theme and take on the elements of the bride's bouquet. Current colors for 2006 are chocolate with pale pink, baby blue or mint green. Colors generally follow the trends of interior designing.

Consult with a florist. This could cost up to $100 in consultation fees, but their wealth of knowledge is sure to add a professional polish to the finished product. If you take into account the fact that florists can generally charge 3 times the price that a wholesaler would and charge additional labor costs for designing and assembling the flowers, you would still be saving money.

Buy your flowers from a wholesaler. Wholesalers sell their flowers much more cheaply than a florist does. If you decide to deal with a floral wholesaler, it is important to know that they use a grading system. When choosing your flowers, make sure that you choose Grade 1 flowers. You can locate many floral wholesalers online. OnlineWholesaleFlowers.com actually offers "Wedding in a Box" packages of varying sizes that come with all the flowers necessary to create the look that you want. Budget-Bride.com has a similar package, which even includes items such as the cake knife and ring pillow!

If you are getting married in the spring/summer time, visit the farmer's market and talk with the flowers vendors. Find out if they grow the flowers that you are looking for and don't be shy to ask if they have ever done weddings. Always be sure to ask them what they do with the flowers that they don't sell. You might be able to grab large amounts of them for a steal!

Tip: Try using masses of one flower to showcase the flower's individual beauty.

3. Use a school

Most high schools and colleges have horticulture classes that specialize in caring for and arranging flowers and plants. For a small fee, you could hire these aspiring florists who would be thrilled to work on your arrangements. The teachers of such a course will act as your safety net and, as an added bonus to you, will have extensive experience and oversee your project.

4. Have a Garden Wedding

Consider having the ceremony and/or the reception in a beautiful garden! Do you know someone that has a beautiful backyard and would be honored to host a wedding there? There will be no need for arrangements if you are already surrounded by lush greenery and blossoming flowers. Be prepared, though! Depending on the regional climate (or the time of year you hold your wedding), you may want to make use of either awnings, patios or sophisticated white open-air tents in case Mother Nature decides to become a wedding guest!

5. Cut down on attendants

By choosing fewer attendants, you will not have to provide as many bouquets and boutonnieres. Since small ceremonies are currently in vogue, it will be a natural progression to balance out the ceremony with a more intimate wedding party. Many couples favor a secluded setting with soft, glowing candles or lights to provide a devastatingly romantic theme. These more intimate, family oriented gatherings are also advantageous because they help the bride and groom to stay within their budget.

It is also very elegant to have your bridesmaid carry a single flower tied with a piece of satin ribbon. Choose a flower that matches one of those in the bride's bouquet, or that signifies a special meaning to you.

6. Avoid having your wedding on or near a holiday

Flowers are generally in high demand around Valentines Day, Mother's day, proms, graduations and other special holidays. Because of this, prices rise dramatically and certain flowers are often impossible to find. As if this isn't enough bad news, florists tend to be extremely busy during holidays while they desperately try to keep up with their increased business. Will they be left with enough time to put the desired attention into your flowers?

You can take great advantage of this if planning your wedding around the Christmas holidays. It is a safe bet that most venues, either indoor or out, will be festively decorated before you arrive!

7. Use alternate centerpieces

It is not necessary to adorn every table with a high-priced floral centerpiece. Candles are beautiful and provide an amazing ambience! Try submerging an orchid (or flower of choice) in a glass container filled with water and float a candle on top. Also attractive is placing river rocks at the bottom of a glass container, adding water and floating a flower on top. Try using orchids, roses, peonies, camellias or gerberas.

A dramatic and stunning effect can be created with an inexpensive, rectangular mirror (much like the ones designed to hang on a bedroom door). Place the mirror reflective-side-up and let it run the length of the table, placing tealight candles at even intervals down the center. Sprinkle colored glitter or flower petals across the surface. The result is not only attractive, but sets the tone for your reception.

Tip: Search the internet and magazines for great ideas on alternative centerpieces.

8. Rent outdoor plants or small trees for an indoor garden effect

Decorate with greenery. Many nurseries will let you rent plants for your wedding and it is much cheaper than buying them. This will allow you to fill the room with greenery and make flowers more or less unnecessary. Use trees to fill up large spaces, and ivy garland to gracefully drape across the tops of doorways.

9. Let Your Flowers Do Double Duty

If your ceremony and reception are in two separate places (or even two separate rooms), let the floral arrangements that decorate the ceremony do double duty by using them to also decorate the reception! Find out if your florist is able to transport and setup the flowers at your reception after the ceremony is finished. There is usually sufficient time between the two, and you can save an incredible amount of time and money by "recycling" your beautiful, fresh flowers!

10. Forget the corsages

Corsages are not as trendy with modern weddings as they once were. 21st century Moms are trendy and don't always want a flower pinned on them. Ask first.

You have waited your entire life to reach this day, and it should be as beautiful as you always imagined it would be. A ceremony without the soft, delicate beauty and fragrance of flowers would be like having a cake without icing. Although paying the traditional retail price for wedding flowers can cost you a bundle in materials and fees, utilizing these great cost saving tips will keep the floral arrangements from becoming one of the most expensive items on your budget checklist.




Jacquie Cattanach is a new bride and founder of Buy-N-Send-Flowers-Online.com which offers advise, opinions and helpful hints on buying and sending flowers from tropical flowers to funeral flowers worldwide through online florists.



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Friday, June 10, 2011

Making A Great Video Game!


When making a great game there are a number of factors that need to be considered if your game is to survive in a market full of great game designs. Below are listed a few of the more important factors that need to be considered when designing a great game.

Game Graphics:

It is a common misconception that the best games are based on the best graphics. While having great graphics, this factor alone will not make a great game when other factors are not up to standards that match the graphics. However, having said this, it is fair to say that when combined with other equally important game design factors, great graphics can certainly give a game an advantage over other games with lower quality graphics. A few examples of this are the graphics rich worlds of such games as Halo, Myst, Tomb Raider, Final Fantasy, Star Wars, and this is just a few of many games that might be considered to have great graphics. So it is safe to assume that one factor that is vital towards a good game, but that needs to be combined with other equally important factors, id for the game to have great graphics.

Gameplay:

This factor is also a very important game design factor as it covers the point of playing the game, the goal that is to be achieved and the possible interactions between elements of the game such as objects or Non Playable Characters. While a game must have a decent gameplay and storyline, again this fact will not make a great game by itself. When mixed with great graphics however, these two factors will give a game an edge above the competition. Gameplay can be either a simple process or a very complex process and still make a great game, as we can see when we compare the game 'Tetris' to the game "Final Fantasy". Both games were smash hits that have so far remained in many peoples list of great games. Gameplay in itself has many facets that contribute towards the entire Gameplay factor, that we will not explore here, but to name a few, a game designer would consider such things as, Storyline, alternative choices, natural physics, player interaction, etc etc. So again, we can see that this factor alone will not necessarily make a great game but will definitely contribute towards a great game when combined with other important game design factors.

Game Sound:

The Game Sound factor in game design is pretty much on par with Game Graphics. The quality of sound in a game can help determine a good game or not. Examples of this can be found in some of the earliest classics, when we think about games like Zelda or the ancient Atari game called Frogger. Many of us can think of an old game that we can still clearly remember the game music to, granted some were anooying, but most were catchy and addictive. Then coming forward in game history we get to games that rely heavily on the game sound experience, such as games like Silent Hill or F.E.A.R. These games would not be nearly as good as they currently are if they had lesser quality sound. And so again we see another important factor that needs to be added to a game to make it a great game.

Re Playability:

This factor of game design has advanced dramatically over the years of game design, as the goals and aims of our games have become more and more advanced and in depth. To illustrate this point I will take you back again in game history to the old classic 'Tetris'. This game, and others in this category, were designed so that you play and set a record for that game, and then you play again and try to better that record. Whether it be higher points, longer time surviving, further progress through the game, or another type of score increase, ultimately your only end goal is to beat the score that has been set as best score. Then in later game history we began to see more advanced Re Playability in game designs with the concept of strategy games, where a player makes a decision that then decides how the game shall continue from that point onwards. Some of the great games of todays gaming history that illustrate advanced Re Playability models are such games as LOTR, where once you have played the game as a good guy, you can then replay all the levels as a bad guy, as is similarly found in the Star Wars games and many other games in this genre, Another type of Re Playability is also found in some of the newer Star Wars games and a popular game named 'Deus Ex - Invisible War', where the choices made by the player determine the direction that the storyline will take, meaning that every time you play it you have options of making different choices that don't result in death all the time but instead reshape the way the story unfolds to the player. This game factor is indeed another very important factor to be combined to make a great game.

Additional Factors:

A few other small issues that can make a game a great game that may also be combined with the above factors are listed here. First of all, there is Character development. As you progress further through the game, your opponents need to get more and more challenging. As the opponents are getting slowly stronger it is a natural conclusion that you want your character to grow with your opponents. The better games seem to give you many different areas of your character that you may swap out or reconfigure or upgrade, etc etc, to further enhance your characters capabilities. This allows a player to mould their character into a more personalised character, someone that the player can connect with on some level.

Another consideration when trying to design a great game is the skill level required to play the game. For a long time, people, usually from the older generations who never grew up alongside computers, tend to say that they do not like a particular game because there are too many buttons and it is too complicated. This thought occurs at many different levels for different players and is a factor that should be considered by the designer of any game. The interface between user and game is very important.

As well as this, the designer might like to think also about how hard the overall game interface is to master and also the game itself. In a game such as monopoly the advantageous factor is luck, in that even a child may be the winner of monopoly if their luck holds out, while a game like checkers, for example requires skill and planning or tactics. So what skills are needed to complete the game is also a considerably important factor towards a great game.

Another important factor to consider when making a good game is the duration of each level within the game, or of the game itself. Although a good game might take a very long time to complete, generally the stages are not spaced to far apart. Game Saves are an important factor when thinking about this. Does the game allow the user to save regularly at the players will, or does the player have to get to a strategic location to use a Game Save. Also how far apart and what position each Game Save is at is also a very important factor. Nobody likes to work their way through a stage for half an hour, to be then faced by a massive battle that ultimately has the save game point on the other end of the battle. This will frustrate your player when they die in the battle and the previous save game is all the way back at the start of the level.

Finally and to conclude this article on good game design. One of the most important factors and one that on some merits can be at least or more than 50% of your games success, is originality. Players get excited when they are faced with new systems. Not only do they wonder whether they can master this system and complete the goal of the game, but also, if it is a good system that in some way seems to be advantageous over other systems on the market, will always hook a player. An example of opposing systems can be seen in first person shooter games where the focus was primarily on the shooter as seen from a third person view or a first person view. This seemed to be the most dominant system for shooter games, until the emergence of games such as Swat and Full Spectrum Warrior. In Swat the system makes a change in that if you were to open a door in the game you have options on the way you can open that door. You may walk up and open it yourself, you may order team members to move forward and open it. You can also open the door using different techniques such as breach and bang, meaning to open the door and toss in a grenade before moving in to clear the room. In Full Spectrum Warrior we see the system change again in that your four man team now has to move around the area by way of making tactical formations around objects. These are just two great variants of Unique Systems.

In summary, a good game does not seem to be defined by any one single factor as seen above, but instead, seems to rely upon the successful combination of successful design factor. The few listed above are by no means all the factors that need to be thought about when making a great game, however, they are certainly some of the more prominent factors.









Wednesday, June 8, 2011

The Game Audio Explosion - A Guide to Great Game Sound Part I: Pre-production and Sound Design


I. FAR BEYOND BLEEPS AND LOOPS

The new console era is upon us. It has been met by developers everywhere with

great anticipation, promise, ...and yet, reluctance. Programmers have spent a

large portion of the past decade squeezing every last bit of potential from our

PS2s, Xbox's and Gamecubes.

Now, after tricking these machines into performing beyond their expectations,

the shackles of technology have been lifted yet again. But will the next

generation consoles guarantee better audio?

No. We can certainly expect more audio due to an increase in available

memory, and the ability to add additional content within BD-ROM and dual

layer DVD-ROM formats. But what makes audio sound good doesn't

necessarily have anything to do with performance and delivery specs. Surely,

our ability to manipulate audio will improve, but it will mean nothing if the

content doesn't deliver. This article focuses on sound creation, and will enable

you to pave the way for effective and successful interactive game sound.

You have the ability to put the creative spark in motion regardless of which

game format you are developing. Knowing and preparing your sound team as

well as understanding the processes through which they work, will ultimately

help you to keep the audio on track, both artistically and financially.

II. THE AUDIO TEAM

A few years back, I was scoring a short animated film. One of the animators for

this film held a day job at a well-known entertainment company that had just

released a CG movie about dinosaurs. I asked him what he did on that project,

to which he replied, "I did all the toenails."

I couldn't help but think of the army of people responsible for the teeth, eyes,

scales, and so on. None-the-less, I saw the movie and it was visually stunning.

Realistically, game budgets will not allow for such an extravagant audio team,

but it does illustrate a good principle; that your audio personnel have well-

defined roles with which to focus their efforts. Collectively, your audio will be

that much better for it.

Game budgets once mandated that production costs stay low, so it wasn't

unusual to find that one or two people produced all of a game's audio. Today,

the stakes are much higher, and so are the budgets. Consumer expectations

have grown, requiring a movie-like experience within the confines of their

homes. The interactive market has become a battlefield for franchise

superiority. Bland, over-used audio must not be the exposed link in the armor

of any publisher or developer.

Whether you are using an in-house audio department or outsourcing the audio

completely, it is important that individuals have well-defined roles that do not

cross over into the other aspects of sound production. If the Audio Director is

splitting time as the Sound Designer, and the Sound Designer is also the

Composer, you can be sure that none of these shared jobs will get the proper

attention they require. It is important to obtain a list of your entire audio team

that breaks down the responsibilities of each member. Use your sound budget

to fortify any areas in sound production that need particular emphasis. We will

discuss more on budgets later, but for now let's start at the beginning.

III. COMMUNICATING THE VISION: PRE-PRODUCTION

A. EARLY BIRD CATCHES THE WORM

By their very nature, creative people are passionate about what they do. You

shouldn't have difficulty finding the enthusiasm amongst your sound team. Yet

this inherent motivation is not something to be left without guidance. You will

be doing your budget as well as your team's morale, a disservice by letting

your sound team simply "have at it". When it comes time to add sound, the

sound designers have both an advantage and a disadvantage compared to the

other production team members.

The advantage is, that by the time the game is ready for audio creation, the

game has taken real shape and personality. This helps to guide the direction of

the sound effects design. The disadvantage is, that since the sound design is

one of the last stages to be developed, previously fallen deadlines become the

responsibility of the sound design team to make up. By bringing your sound

designers up to speed early, you can avoid costly third and fourth revisions.

B. THE DOCUMENTS, PLEASE!

Giving the sound team the most recent build to play, only gives them a partial

picture of the artistic direction of the game. The sound team, like the art

department, must understand the metamorphosis of the game's characters and

landscapes.

To do this, compile a book or digital archive that chronologically depicts the

artwork, from the earliest sketches to the final in-game representations.

Arrange an in-depth meeting between the sound designers, composer and the

Art Director to discuss the game's development from an artistic standpoint.

This will help your audio team create the proper palette of sounds in much the

same way an artist creates a palette of colors.

For story-driven games, distributing copies of the script will be necessary to

illustrate the motivation and goal of the game. While this is critical for

composers, the sound designers will benefit by the added sense of immersion

into the game.

Perhaps the best form of communicating the vision will come from the Game

Designer. The game designer works tirelessly in his pursuit to create "the best

game ever". He is never short of words when describing the intent of the game.

Though his work is creative, his methods are mostly technical. No one

understands the abilities of the characters in such detail as the game designer,

as the great number of technical documents he produces will attest. These

documents are invaluable to the audio team. By thoroughly examining level

overviews and enemy specs, both sound designers and composers can create

complimentary aural depictions. Bosses that are slow but powerful, or enemies

that are stealthy will be revealed in great detail within these documents,

providing the backdrop from which the sound designers can create.

C. THE DEMOS - GETTING ON THE SAME PAGE

Once the above preproduction steps have been completed, it's time for the

sound design team and composer to begin creating demos from game capture.

Create three to four movies 60 to 90 seconds in length from different levels in

the game. Be sure to include the ambient portion prior to the action in order

to hear the game shift from low to high levels of activity. However, this may

not be possible for some arcade style games.

Once the sound design and music are complete, a mix of all the audio content

should be performed by the Sound Lead or Audio Director in either stereo,

surround or both, and exported with the movies for review.

It is important to have in place a team of reviewers that appropriately represent

those who have creative input. These might include, but are not limited to, the

Developing Producer, Publishing Producer, Executive Producer, Associate

Producer, Game Designer, Art Director, Audio Director and a franchise

representative if applicable. A robust review team will help generate an

accurate and collective review. If changes in the demonstration audio are

required and then subsequently agreed upon, your audio is ready for

production.

IV. SOUND DESIGN PRODUCTION

A. EMOTIONAL RESPONSE TO SOUND

From the beginning we have been programmed to respond to sound.

A mother's voice, a church bell, or police sirens conjure an emotional

response. Sounds help us to decipher the world around us. They warn us of

danger, call us to action and bring peace and tranquility to our lives. The more

expressive the sound is, the greater our emotional response to it. Sound

effects correctly placed in a game should evoke this response while defining

the environment, circumstance and personas on screen. Due to the random

nature by which sounds are triggered in a game, they must effectively co-exist

without losing definition or character when multiple sounds occur in close

proximity to each other. Let us examine some general observations in game

sound design.

B. BEWARE OF SONIC SLUDGE!

There is a finite amount of sound data that the ear can properly interpret

before fatigue sets in. It is the role of the sound programmer or director to

prioritize which sounds are most important and at what times they are

important. The sound designer on the other hand, must always create content

that will be effective, regardless of the circumstances that exist at the time a

sound is played. Good sound effects should work well alone and in

combination with many other sounds. This is a challenging task, but careful

forethought and planning will produce a rich, dynamic and satisfying

interactive soundscape.

The key to preventing sonic fatigue is to create sound effects that vary in

volume and frequency in relation to each other. A single sound effect that is

loud and contains equal amounts of low, middle and high frequencies may be

effective when played alone, but if all the sound effects are loud and contain a

similar frequency spectrum, it becomes difficult to decipher one sound from

the next.

In most cases, the sound designer delivers the sounds at a reasonably loud

volume, to allow the audio director or programmer to appropriately mix those

sounds into the game, setting the playback volume for each sound. However, it

is the job of the sound designer to emphasize different frequencies according

to the requirements of each sound. To do this, the designer must know which

sounds are likely to be played together at any given time, then selectively

decide which sounds will emphasize specific frequencies. Higher frequencies

provide detail. Upper middle frequencies provide presence, while lower

frequencies depict power or energy. Too much emphasis on high and upper-

middle frequencies will lead to fatigue, while too many sounds containing

lower or sub frequencies, will become muddy and detract from the overall

detail of the sound design. The goal is to create individual sounds that do not

compete, but compliment. With this in mind, the sound designer must

appropriately focus on the frequencies that will best suit each sound effect.

This process essentially carves out any unnecessary sound space to allow

additional room for other sound effects to be heard. When volumes and

frequencies are selectively assigned, the sound effects will breathe and

compliment each other regardless of when they play.

C. PACING - BUILDING TOWARD CLIMACTIC MOMENTS

Now let's examine the sound design from the "Big Picture" perspective. Game

and level design documents will provide the structure of the game in terms of

moments of emphasis. Generally, these structures take the form of peaks and

valleys that convey changes in difficulty as the game progresses. Usually, the

peaks represent a boss fight, though not necessarily so. When examined as a

whole, the sound design should appropriately compliment these arching

structures, and allow, from a sound perspective, a sense of building toward

these peak moments. If the sound designer has examined the enemies and

situations thoroughly, the overall sound design will naturally fall into place,

appropriately following the peaks and valleys within the game. However, if for

example, minions sound as powerful as bosses, some adjustment will be

necessary to bring down the emphasis of these weaker and less difficult

enemies. By not doing so will result in sound design that does not match the

arching pattern of the game. To put it simply, there can be "too much of a

good thing". Let's now look at the specific areas of game sound design.

D. AMBIENCE - DEFINING ENVIROMENTS THROUGH SOUND

Initially, ambient sound should effectively portray the setting, location and time

frame of the game or its various levels. For instance, percussion and double

reed music, a multitude of bartering voices and distant clanking iron would

suggest a medieval marketplace. As the game progresses the role of the

ambient sound is to support the circumstances with which the player is

involved. Does the sound within the environment evoke danger or safety?

Activity or inactivity? Conversely, ambience can be used to deceive the player

through suggesting a false circumstance, such as creating a sense of calm

before an ambush. Under all these conditions, good ambient sound should

portray a living environment.

The psychological impact of ambient sounds can add much to the onscreen

imagery, though not physically present in the scenery. For instance a distant,

sustained cry of an infant suggests vulnerability or insecurity. A broken fence

rattling in the wind of an abandoned city, suggests to the player a previous

traumatic event. These are subtle examples used to arouse awareness in the

player. More obvious sounds should be used to cue the player of his direct

proximity to danger. Dark drones or muffled enemy vocalizations will prepare

the player for fierce combat ahead. Fear, anticipation and anxiety are easily

evoked by the careful placement of ambient sounds.

E. IMPACTS AND DESTRUCTION - BREATHING DEATH INTO THE NON-LIVING

Early on, comic books depicted the sound of the action scenes through the use

of words that sonically mimicked the action. Over time, words like "thud" "pow"

and "zap" lost their effectiveness. Comic book writers had to jog their

imaginations to express sounds in more creative and exciting ways, such as

"Kathwaaap', "fwuuuhmp" and so on. Similarly, the sound effects in early

games experienced a renaissance as memory increased and streaming

technology allowed for more and varied sounds to be launched under the

animations. However, no increase in playback performance will ensure the

effectiveness of the sound effects, if the sounds are not expressive.

From a sound perspective, impacts and destruction must primarily convey

suffering and submission. These terms apply naturally to the vocal efforts

triggered under an opponent or avatar under attack, but are more abstract

when applied to inanimate objects. Since the human voice is the most

expressive instrument in existence, applying human-like characteristics to the

'non-living', will help give the sounds a more life-like and expressive quality.

Twisting, screeching metal, the deep thud and release of broken concrete and

wood that creaks, pops and splinters convey expressive responses to the

forces applied to them, in much the same way a grunt, moan and exhale

expresses human injury.

Additionally, impacts and destruction sounds should proportionately depict the

transference of energy between the weapon and the target. A metallic ping

with a ricochet is an effective response to a bullet on metal, in which the

transfer of energy between a low-mass object at high speed can be observed.

A missile explosion, on the other hand, is more powerful and slower to

develop, therefore requiring an equally proportionate response. The sound of

larger impacts with destruction should develop through three basic phases:

Attack, Sustain and Release.

The Attack is the first and shortest event of the three. It is important to note

that the attack is not the sound of the weapon or projectile. In this case, a

missile, contains it's own dry explosion sound that is launched under the

animation of the missile explosion. Therefore the attack will be the impact

sound based on the material composition of the target. Since the attack and

the dry explosion of the missile will happen simultaneously, the attack should

have a short period of 'lead-in' or silence to allow the peak, or initial part of

the explosion of the missile to be heard uncompromised by the attack of the

material impact.

Next is the Sustain, which introduces the debris and material breakdown

created by the explosion. Over this phase, detail should be observed. The

sustain should sound less dense than the attack so that the specific details of

the destruction can adequately be heard.

The final phase is the Release, which is a response to the destruction that

should characterize a kind of 'submission'. This phase of the destruction

should contain lighter falling debris based on the materials destroyed,

movement of dust and earth and perhaps steam.

When all three of these phases are exhibited, the destructions will sound more

expressive and compliment the weapons by adequately portraying their

explosive energy.

For "The Incredible Hulk - Ultimate Destruction" we maximized the detail and

movement of large, explosive forces by dynamically altering the stereo field

throughout the three phases of the destruction. The attack phase was almost

entirely monophonic, while a quickly widening stereo field was applied to the

sustain, finally resting on a wide and fixed stereo field for the release. The

result was destruction that moved rapidly over a wide area, thereby adequately

portraying the Hulk's enormous power.

F. WEAPONS - KNOW THYSELF, KNOW THY ENEMY!

It is a lesser-known fact that a gunshot at close range, sounds less threatening

than from 40 or even 80 yards away. Since most people have never fired a gun,

their expectations for the sound of gunshots as depicted by the entertainment

media are very high. Therefore, even in games based on historical simulation,

some amount of sonic sweetening will be necessary. In the case of a "period"

war game, multiple recordings of the specific weapon should be blended

together to create a satisfying gunshot. These might include mixing together

the various distances recorded for the gunshot, as well as the dry trigger and

shell discharge sounds for the specific firearm. Sounds created this way will be

sonically interesting while retaining the historical accuracy of the weapon.

For science-fiction or fantasy games, the imagination is the sound designer's

only limitation. As mentioned previously, the design documents will shed light

on the abilities of the enemies and characters within the game. The weapons

detailed in this document should explain the amount of damage incurred by

each weapon. It is important that these sounds appropriately match the

damage potential, since the player will, to some extent, be judging the amount

of damage from each weapon by the sound it creates. For example, weapons

that contain a charge-up sound before firing, indicates to the player that a

great amount of force is forthcoming. Likewise a weapon that produces a large

discharge noise would produce the same result.

From a stylistic perspective, weapons are an extension of the personalities of

each character and should compliment the character's physical attributes,

abilities and in some cases, their heritage or history. For instance, the sounds

of swords, knives and shuriken should be as stealthy as the master ninja who

wields them. The character of these sounds should compliment the physical

qualities exhibited by the ninja and reflect the mastery of the ninja tradition.

With this in mind you should expect the sounds to be light but fierce, focused

and evoke quickness of movement.

G. VEHICLES

Since vehicle sounds typically respond to controller movements, and not

animations, they can be difficult to perform in a plausible manner. Developers

for racing games are likely to have robust code for manipulating vehicle

sounds. Since we are focusing on sound production, and not programming,

let's examine the basic elements that make up vehicle sounds.

In most cases the sound designer will provide four separate engine sounds per

vehicle: an idle loop, acceleration, a steady thrust loop and a deceleration

(engine decompression or braking). The idle will simply indicate that the

vehicle is engaged. The acceleration and deceleration sounds should be

designed to seamlessly crossfade into, and out of the steady thrust loop via

programming. This formula is effective for simple vehicles with a low threshold

of speed in which the vehicle will quickly reach maximum velocity until the

button or trigger is released.

If the visual perspectives of the vehicle can be changed, so too should the

sounds that accompany the vehicle. This will ensure a greater sense of realism.

For instance, if inside and outside perspectives are available, subtle shifts in

the observed engine sounds should be present to support the change in

perspective. An inside perspective will result in a de-emphasis of the higher

frequencies that are present within the engine sounds, giving those sounds the

muffled quality one would expect when listening to the engine from inside.

One way to perform this, is for the sound designer to supply separate versions

of the engine sounds based on the perspective observed. If the sound designer

has access to recordings from the various perspectives, this will be easy to

supply. However if these sound perspectives are not available, or if the vehicle

is fictitious, separate mixes that include changes in equalization should be

performed in order to support the visual perspectives.

For added realism, intermittent sounds can be supplied to add feedback based

on the driving conditions or the state of the vehicle while operating. For

instance, wheel-based vehicles will contain surface noises used to indicate the

terrain (tarmac, gravel etc.). Metallic rattling and scraping is used to indicate

the state of a vehicle that is damaged. The addition of these and other

intermittent sounds add a heightened sense of realism and immersion when

operating the vehicle.

H. MENUS - LESS IS MORE

As games have become more sophisticated, so too have the menus. Player's

can customize a variety of options as well as view or purchase an array of

unlock-able content. This, of course requires more navigation. In most cases,

sounds will accompany the navigation to provide greater sensory feedback. No

matter how enjoyable these sounds may be, their repetition will soon become

an annoyance. It is always safe to create short and subtle sonic events that are

felt rather than heard.








Steve Kutay is the co-founder of Radius360, an award-winning audio post production company, specializing in sound for film and games, located in Los Angeles, California. You may contact Steve at steve.kutay@radius360.com.


Tuesday, June 7, 2011

The Game Audio Explosion - A Guide to Great Game Sound Part II: Music, FMVs and Audio Planning


V. MUSIC PRODUCTION

A. THE UNDERSCORE - INTERACTIVE VS. FILM MUSIC

Until recently, you simply could not compare game music to film music. Every

aspect involved in their production, from budgets to performance, made it an

impractical comparison. Today, these two media have a working relationship.

Games are created to support movies and movies are made from successful

game franchises. Film composers are now writing for games, and some game

composers have made the transition to film. Hollywood orchestras and

orchestrators are now commonly used for game music scores. Why make this

comparison? Because even though the considerations involved in their creation

are different, their effect and function are relatively the same.

B. STORY-DRIVEN/ROLEPLAYING GAMES

As the name suggests, the scores to story-driven games must primarily tell a

story. To tell a story musically is a sublime art. A composer must be well

versed in the work of his predecessors in order to understand what constitutes

successful story telling using the language of music. Fortunately, centuries of

music have been written for this purpose, allowing today's composer a

foundation for developing this art. We now associate certain sonorities and

rhythms with specific actions, emotions or locations. Compositions like

Rossini's 'William Tell', Wagner's 'Tristan' and Holst's 'Planets' have laid the

groundwork for these non-verbal associations. Film and television composers

have since expanded on these motifs to help express the elements within a

story.

A portion of story telling is to define the environment, both time and place.

Musically, we draw influence from folk traditions for such a purpose. Through

ethnomusicology we can effectively represent locations and time periods by

incorporating traditional instruments, modes and progressions into the score.

For instance, a tabla, tambour or sitar is appropriate for describing an Indian

location. If such instruments are not available, the music may be orchestrated

in such a way as to mimic these traditional sounds. A modern orchestra is

greatly enhanced by the addition of folk elements for the purpose of describing

a specific time and place.

Characters within a story are supported through the development of melodic

themes and motifs associated with each character. Orchestrating the motifs

throughout various instruments will provide a sense of character development

as the game progresses. In addition, varying the harmonic support of these

themes will reflect the character's physical, mental and emotional states.

Game music for the story and role genre must highlight the dramatic events in

the story as well as drive the game-play. NIS and FMVs are the primary tools

for advancing the storyline and scoring to these videos is generally a

straightforward process. You must consider, however, that game-play is also a

dramatic event that contributes to the overall development of the story. Herein

lies the careful balancing act of supporting the story as well as the action,

without the music sounding repetitious. Cross fading alternate versions and

transitions, or layering individual tracks that are programmatically muted and

un-muted, will secure the musical effectiveness over long periods. The

programming methods of manipulating music within a game are beyond the

intent of this article. Further reading from game development resources such

as 'gamasutra.com' will provide a closer look at some of the programming

methods used in game music playback.

B. ACTION/ARCADE AND SPORTS GAMES

The most basic function of game music is best exhibited in 'arcade' style

games in which the overall gaming experience is enhanced by the addition of

adrenaline-surging music. The music helps to drive the action, thereby

heightening the intensity of the experience. For this reason, it's very common

for these games to license tracks from well-known, marketable artists with a

track record of producing music that translates to the listener. The interactive

potential of this music, has thus far been very low. However, as many artists

are also avid gamers, they are beginning to show interest in lending their talent

toward interactive soundtrack design, if not producing tracks in their entirety.

Generally speaking, the interactivity of the music in arcade-style games rarely

moves beyond loops and stings. In many cases, this is all that is required.

However, as the complexity of arcade-style games grow, so must the level of

musical interactivity. The music for these games should support any changes in

game-play. Power-ups, signature moves and multiple damage are all examples

commonly reserved for the sound design to immerse the player in the action,

but are appropriately expressed through music as well. A deep understanding

of the game-play will reveal to the composer, new areas to interactively

enhance an otherwise monotonous arcade soundtrack.

VI. FULL MOTION VIDEO (FMV)

Since the FMV is a controlled environment, it is tempting for the sound

designer to elaborate on the sound effects. While in some cases, it may be

appropriate to heighten the dramatic impact of the story; great care should be

maintained to be consistent with the in-game sound design. An incredible-

sounding FMV is surely a joy to behold, however, if the in-game sounds do not

hold up to the FMVs, the playing experience will be diminished. The purpose of

the FMV is to dramatically move the storyline, and to provide a break in the

action. Since Most FMVs occur after completing a level, there is an inherent

sense of reward when viewing the FMV. The sound design should pay respect

to this as long as it doesn't stray too far from the in-game sound. The FMV

should act as a seamless transition into and out of the game play. In my

opinion, it is best to use in-game sounds within the FMV wherever in-game

movements or actions are present.

The second consideration for FMV sound is the mix of all the sound elements.

All dialog, sound effects and music should be mixed at comparable levels to

the in-game mix, unless there is a dramatic motivation for stressing one over

the other.

VII. SOUND REVIEWS

The Beta date is just around the corner. Your sound team has worked countless

hours, and is nearing the finish line. You might think it's time to examine the

sound for any necessary revisions. Well by this time it's probably too late. As

mentioned earlier, the sound team is generally the last in line to begin creating

their content. Add to this, the fact that all previously missed deadlines

becomes their burden to make-up. Your sound team will likely be delivering

content right up to the last minute. You will need to have in place a regular

and effective reviewing mechanism to stay on top of the direction of the game

sound.

Using the same group of reviewers used for the demo phase (part 1 of article),

create a questionnaire that rates the general aspects of the sound. Rating each

individual sound would be time-consuming, so use categories of sounds and

include room for comments or explanations. By assembling the various

questionnaires, you will be able to develop a consensus opinion that will reveal

spots that need further attention. If this is performed in a timely and periodic

fashion, your sound team will be best able to manage the revisions, as they are

needed.

VIII. GOT YOUR SOUND BUDGET? ...USE IT!

A. YOUR SIMPLE CHECKLIST

Today's games are competing with each other on every level. Sound is no

exception. You must secure the best resources possible for your sound team.

This will require that you use your budget wisely, and use all of it.

Prior to beginning the sound effects production, ask yourself the following

questions.

1. Is your sound team complete? (i.e. sound designer(s), supervising/Lead

sound designer, composer, audio director and audio programmer)

2. Is each member of the sound team assigned a specific task uncompromised

by additional or overlapping roles?

3. Is your sound team assigned only to your project?

4. Does your sound team have enough time to complete your project?

5. Does your sound team have the adequate resources necessary for your

specific game? These include sonically treated work spaces, equipment,

software and sound effects libraries that are compatible with the needs of your game.

6. Does your sound team have a demonstrated track record of producing

sound within the style and genre of your project?

If you answered "yes" to all of these questions, your sound design team is

properly equipped, prepared and ready for production. Answering "no" to any

of these questions will tell you where you will need to focus portions of your

budget.

B. OUTSOURCING

If the sound team is incomplete or in any way compromised, you should

consider outsourcing an appropriate amount of the workload to game audio

specialists. Look for companies and people that have a strong resume of

interactive sound production, and have successfully produced sound for "high

profile" titles. If your game has special stylistic needs, then consider companies

that have a track record of producing sound for similar titles.

C. FOLEY

The overall 'theme' of your game will help dictate where you may need

additional resources. A historically based game will require authenticity;

therefore consider obtaining fresh recordings of historically accurate weapons

and vehicles. If your game focuses on destruction, a sizeable Foley session may

be appropriate to produce original content unencumbered by overused sound

effects libraries. A small but well organized recording session can give your

game a lot of fresh spark without breaking the budget.

IX. MARKETING YOUR SOUND

Game marketing has typically focused on the creator, developer or the voice

actors within the game. In many cases, sound can be used as a marketing tool

as well. For "The Incredible Hulk - Ultimate destruction" we hired some of

Hollywood's finest sound recordists to coordinate a Foley session that would

produce the raw destruction sounds we needed to create the sound effects

necessary for this game. Our session took place at an auto-dismantling yard in

a southern California desert. A giant forklift and bulldozer were used to drop,

drag and tear apart cars, vans and trailers. Multiple video cameras captured the

session for future use on the "Behind-the-scenes" reel. The added benefit was

the marketability achieved by everyone's dedication to producing the most

destructive sounding game to date. Your ability to market your game's sound

will also help raise any additional finances needed to bring your sound up to

the next level.








Steve Kutay is the co-founder of Radius360, an award-winning audio post production company, specializing in sound for film and games, located in Los Angeles, California. You may contact Steve at steve.kutay@radius360.com