Well the title really does say
it all. This week Cam (audio designer at Ubisoft Toronto and all
around great guy) and I discuss these hot topics with appropriate
vim/vigor. We discuss how each contributes to the fun and
immersion of each title inasmuch as this podcast allows.
What is foley? Where did it come
from, and who invented it? It's a recording process invented by
Jack Foley in the early days of sound cinema designed to 'fill out'
the sound that was lacking from just the music score and the
voices. From these relatively humble beginnings, it has evolved
into a rich, high-fidelity area of sound design that we know today.
We could not imagine a movie or game without it. We examine an
audio clip from Far Cry Primal and discuss the exciting audio
challenges of bringing a game set in 10 000 BCE to life.
We move on to discuss the
awesome sound effects of Star Wars Battlefront. Hailed as one of
the best sounding games of 2015, Battlefront makes extensive use of
the lucasarts audio archives. This must have been a huge treat for
these sound designers (Cam I would have both been excited), but
also comes with great responsibility: millions of fans around the
world have bought your game in (large) part because of the iconic
sound effects; blasters, lightsabers, and laser cannons. Every
sound must be pitch perfect and be instantly recognizable from the
original (real?) Star Wars trilogy. I learn that the music for the
game wasn't even composed by legendary Star Wars composer John
Williams. It sure does sounds like it it however. Composer Gordy
Haab has recreated Williams iconic style with excellent results. We
examine a very recognizable (not from the trilogy - but heavily
inspired by the seismic charge from Episode 2) weapon - the thermal
imploder. How did the audio team get it to sound this unique? What
techniques did they use? Cam breaks it down for us.
We finish off by discussing the
music from the 2 latest Assassin's Creed games: Unity - set during
the French Revolution, and Syndicate, set in London during the
industrial revolution. We love the scores that are both powerful,
but very unique from each other and very reflective of the time
period they were written for. We examine the score, specifically
during fighting gameplay within each game and compare and contrast
how each was used. We also discuss the inspirations for each style,
the lengths the audio team went to to get authentic sound, and how
these scores inspire, and are inspired by the characters in these
titles.
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