2nd September 2009

How to work with an Audio Provider 101

I speak to this from my own experience, and hope that it may be helpful to other audio designers and game aficionados all around.

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Audio is an integral part of a video game. In fact, even a simple score can create a very large impact. Take the classic: Space Invaders. The music is 4 tones, but is considered by many to have one of the most successful scores.

1978
Space Invaders
Midway imports Space Invaders from Taito. A great example of simple, effective sound design, Space Invaders owes a large part of its appeal to its menacing, paranoia-inducing soundtrack. Not music per se, the thumping audio track actually accelerates in tempo as the enemy invaders draw nearer (and move faster). The effect: sweat, panic, and increased blood pressure in a generation of gamers.
From “A History of Video Game Music” on http://www.gamespot.com/features/6092391/p-2.html
As the music speeds up, so too does the heart rate of the player; this is so much so, that if one plays Space Invaders with the TV on mute,  s/he will find the game to be much easier. (give it a try! PLAY HERE).
Clearly audio has a great role to play, even on the most basic levels. Audio plays a very visceral role in game immersion and great audio will enhance your game, bringing it to the next level.

So now that the WHY is covered, we will move on to the HOW.

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Using an in-house audio provider will surely create a tighter product as the audio designer is involved in and surrounded by all aspects of the game. Of course, budgets do not always allow for in-house audio, and so many game companies choose to farm out the audio to a wide slew of providers of which I am one.

From environmental sound design and SFX to custom compositions and interactive scores, there are many types of audio assets that will add to a game. What all these types of audio have in common is they are all best approached through the five guidelines below.

1) Bring the audio designer into the game development cycle early.

Audio is often thought of as something that can be dropped in last minute, and as an audio person myself, I can often tell this to be the case when playing the finalized game. If the audio provider was brought in early, s/he can give many creative ideas of how to use the audio in a game to not only react to the game, but even advance the story (such as interactive music that gives feedback to the player letting them know they are moving in the right direction). If the audio designer is made aware of the story and game mechanics nearer to the beginning of the production cycle, a more interactive, interesting, and polished sound track can be created.

2) Relate some examples of what you like via links/samples.

Producers, programmers, artists and audio designers are not always speaking the same “language.” If a producer is looking for a sound to be more “sad“, I can easily modify the sound to be so; yet, descriptions are not often that simple. The complications arise when words of more depth are thrown around, or

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2nd September 2009

Canadian Innovation At PAX 2009

PeregrineLloydminster – Today the first videos of The Peregrine gaming glove make Peregrine Glovetheir debut. The Peregrine is a wearable, multiplatform PC input device that gives gamers a powerful edge over the keyboard. Those gamers lucky enough to have the 2009 Penny Arcade Expo on their calendars will have an even better chance to check out The Peregrine, where the gaming glove will be on display at booth #1342.

The videos are presented by Pu “Whisper” Liu, the pro gamer from Team Evil Geniuses who lays claim to the #1 Warcraft III: Dawn of the Ancients (DotA) ranking in North America, as well multiple eSports World Cup USA DotA championships. An avid user of The Peregrine, Whisper shows in the videos how the glove allows users to instantly trigger over 30 in-game abilities literally with the touch of a finger, speeding up their response time while simultaneously offering a more comfortable and intuitive gaming experience.

[youtube:http://www.youtube.com/watch?v=knzv0GCtknk]

“We unveiled The Peregrine to the world at E3 and the response was even better than we could have imagined,” said Brent Baier, inventor of the Peregrine. “We can’t wait to show it off to even more people with the first videos of the product in action, and our hands-on debut at PAX.”

“Everyone on The Peregrine team is on the edge of our seats waiting for the first gloves to roll off the assembly line, because we truly believe it will change the way people play games,” added Baier, CEO of Iron Will Innovations, the think tank founded to bring revolutionary products like The Peregrine to life. “What started more than five years ago as the dream of a starving engineering student is starting to truly take shape, and it’s exhilarating!”

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2nd September 2009

A2M To Develop New Screenlife Title

A2MSeattle and MontrealScreenlife is pleased to unveil the latest home console iteration of the bestselling Scene It?® brand. Scene It?® Bright Lights! Big Screen!™ will be the first videogame in the Scene It? franchise available for Wii™ and PlayStation®3 computer entertainment systems and marks a return for the brand to the Xbox 360® videogame and entertainment system from Microsoft. Previous product success on the Xbox platform combined with casual gaming’s explosive growth create a tremendous opportunity for screenlifeScreenlife to bring its unique brand of entertainment trivia game play to millions of new consumers.

To be developed by Artificial Mind & Movement (A2M), Scene It? Bright Lights! Big Screen! offers a wide variety of media-rich trivia that provides movie fans and social gamers with a lively, competitive group gaming experience. Trivia content in the game will include recently released 2009 movies as well as fan favorite Hollywood hits from the last four decades. There are numerous game improvements, including:

* Thousands of new questions
* A new and improved single player option
* Party play modes
* Many new puzzle types
* 12 all-new player avatars
* A simplified game interface
* A new, very entertaining game host
* New, unique mini-game content

Scene It? Bright Lights! Big Screen! brings it all together and provides incredible fun for the whole family. Single-player mode challenges player speed and entertainment trivia know-how, while multi-player mode creates a challenging social gameplay experience.

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2nd September 2009

Funcom Montreal Opens Its Doors

FuncomMontréal Funcom is pleased to announce the establishment of a new development studio in Montréal, Canada, where it will build a strong and competent development team that will work on several games in the Funcom portfolio. Besides tapping into the excellent talent pool available in the region, Funcom will also move a certain number of key personnel over to the new studio.

“Montréal has established itself as one of the world’s most important locations for video game production, and we are looking forward to taking part in that success,” says Funcom CEO Trond Arne Aas. “In addition to strengthening our North American presence, the new studio will take advantage of the great incentive programs offered by the Québec region, incentives that makes Montréal one of the most cost effective locations in the world for developing MMO games. This will in turn allow us to better balance our costs, making it possible for us to continue to expand our investments into the MMO segment.”

Funcom is one of the most multi-cultural game developers in the business, with over 320 employees from all corners of the world employed at the company’s offices in Norway, the US, China, and Switzerland. The company is responsible for the best-selling MMO ‘Age of Conan: Hyborian Adventures’ that shipped over 1.2 million copies to retail in 2008, as well as the pioneering sci-fi MMO ‘Anarchy Online’. The company has developed more than 20 titles since its founding in 1993; including the critically acclaimed ‘The Longest Journey’ and ‘Dreamfall’ adventure games. Funcom is currently working on the expansion pack for ‘Age of Conan’ called ‘Rise of the Godslayer’ as well as its new MMO ‘The Secret World’. Developers at the Montréal studio will play an important role in the development of both of these games.

“It has been a pleasure for us to work with Investissement Québec in setting up our Montréal studio and we are very thankful for the strong support they have given us throughout this process,” says Ole Schreiner, CEO of Funcom’s new Montréal studio. “We are excited about the opportunity that Montréal represents to our company, not only because of the great incentives offered by Québec, but also the authorities’ strong commitment to training qualified video games personnel and building a video games cluster in Montréal and Québec.”

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1st September 2009

Trulioo Launches Internet ID Verification System

TruliooVancouverTrulioo Inc., today announced the release of the web’s first Community Identity Verification System. Perfect for online dating sites, auction sites, job search sites and age restricted forums and groups. The product is free and can be used anywhere on the web where an increased level of trust between people is required. Facebook users can sign up now for Trulioo at Trulioo, and the Company plans to release versions for other social networking websites in the coming months.

Trulioo's Online I.D.

Trulioo's Online I.D.

Trulioo’s patent pending technology allows its users to verify their identity details by leveraging their real-world relationships with thier friends, family, coworkers and community through online social networking websites.

“Governments around the world have always relied on community based identity verification to issue passports and other important documents to their citizens,” says Tanis Jorge, Director of Business Development for Trulioo. “When your neighbourhood doctor, lawyer or teacher signs your passport application – that is community identity verification at work.” explains Jorge. “With the advent of real world social networks being brought online in recent years, the opportunity for alternative online identity verification now exists.”

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1st September 2009

Spark Animation Festival Updates

Siggraph VancouverVancouverSpark Animation has unveiled the opening night screening for its upcoming Animation Festival which takes place this September 16 – 20 at the VanCity Theatre. The Secret of Kells, which is an animated story of the boy behind the famed Book of Kells, will be the first film to be screened following the Festival’s opening night Industry Mixer. The film’s writer and co-director Tomm Moore will be presenting a session on the afternoon of September 17, but the topic has not yet been announced.

Confirmed speakers and sessions for Spark Animation include:

Coraline: The Changing Face of Animation
with Martin Meunier
The Making of 9
Session Topic TBA – Tomm Moore (Secret of Kells)
Session Topic TBA – Conrad Vernon & David Burgess (Monsters vs. Aliens)

Confirmed Films for the Festival thus far include Secret of Kells, Iron Giant, Mary and Max, $9.99 and The Best of SIGGRAPH 2009.

There are many more speaker sessions and films yet to be announced for Spark Animation, so be sure to check their site often, or sign up for the newsletter.

This year’s Spark Animation sponsors and supporters are:

BC Innovation Council, BC Film, Vancouver Economic Development, AnnexPro, nvidia, Rainmaker, Propaganda Games, 3Vis and Association Friends include Women In Games Vancouver, Casual Games Association, Visual Effects Association of BC, Society of Graphic Designers Canada – BC Chapter .

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31st August 2009

Canada Media Fund Focus Group Sessions Coming to a City Near You

CTFOttawa – The Canada Media Fund launched its consultation with the industry through two virtual town halls on August 6, 2009, and now they’re traveling across Canada to conduct regional focus groups and gain further input for its programs. The Q & A PDF report from the August 6 Town Hall can be read here or you can access the taped version of the town hall here. The full tour schedule is posted below, or can be read on the CMF site. Background information on the Consultation Process is also available in PDF.

Briefing notes detailing the key policy issues are also available from the CMF site in PDF format. These issues will be discussed during the industry consultation process. Industry stakeholders are invited to submit written responses to the above policy issues. Industry participants can send their submissions to the CMF in Word or PDF format until September 4. According to their web site, no submissions have yet been received.

Key Issues

1. Program Allocations – Convergent & Experimental Streams
2. Convergent Content
3. Video on Demand
4. Audience Success & Return on Investment
5. Marketing & Promotion
6. Television Content in the Convergent Stream – Allocations by Genre
7. Documentary Production
8. Canadian Elements of CMF Projects
9. Third-language Production
10. Broadcaster-affiliated & In-house Broadcaster Production
11. Performance Envelopes. Eligible Entities
12. Audience Success & the CMF – Emphasis on original, first-run, prime-time programming
13. English Regional Production

Focus Group Meeting Schedule:

Regina – September 8
Winnipeg – September 9
Halifax – September 21
Fredericton – September 22
Charlottetown – September 23
St. John’s – September 24
Iqualuit – September 25
Calgary – September 28
Vancouver – September 29
Vancouver – September 30 (Aboriginal Focus Group)
Whitehorse – October 2
Toronto – October 14
Toronto National Focus Group – October 15 (By Invitation)
Montreal – October 21 (French Market Focus Group)
Montreal – October 28 (English Market Focus Group)
Ottawa – October 29 (French Language Producers Outside Quebec)
Ottawa National Focus Group – November 5 (By Invitation)
Montreal National Focus Group – November 25 (By Invitation)

Also from the CTF site: “The sessions will be moderated, and a light lunch will be served. The purpose of the Focus Groups is to obtain the input and expertise of industry stakeholders, such as yourself, as we create the policies and programs of the CMF. Discussions at the Focus Groups will centre on the key policy issues we outlined during our virtual town hall on August 6, 2009. Through the approach used during the sessions, the following are some of the questions that will be addressed:

* What are our common sector and business needs, and how do we align those aspects with
stakeholders’ discrete business goals?
* How can we leverage your feedback to deliver on the goals of the policy and the publicly-funded program?
*How do we gain awareness, understanding, alignment, and commitment among various stakeholders?

To register for one of the focus group sessions, please complete this form. If you have any questions, please feel free to contact Rachel Coley, Administration Manager via email or by phone at 1-877-975-0766.”

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31st August 2009

Digital Alberta Hosts Pre-GDC Austin Workshop

digital albertaCalgary Digital Alberta is hosting a pre-conference workshop led by Dante Anderson, an industry veteran, former GDC presenter and currently VP of Product Development at Kuma Reality Games, and Ken Bautista, an experienced entrepreneur and interactive creative director who has led and organized several digital media industry missions to Shanghai, Austin, Washington D.C., Hong Kong,

Ken Bautista

Ken Bautista

Austin and San Francisco. Together, Dante and Ken will share their insights and experiences in successfully navigating an international conference like GDC Austin. From identifying key industry players, building a game plan for the conference, and networking effectively, we’ll show you how to stand out, be memorable, and get the most out of being at GDC Austin.

Austin newsfeed from Dante… “this is the year of social networking…GDC is on it…the third keynote for Austin is Sebastian de Halleux, co-founder of Playfish, one of the most successful social gaming companies. They consistently have 5 of the top 10 most popular Facebook games…This is a must-see talk… In other news the website says that hotel deals are still available: the Marriott is close and a good deal. Note it is not clear on the website but you must actually call Marriott and mention the convention by name and that they have a promotion running–(sheesh)…finally attending Austin Gdc can be a good way to meet the sxsw folks if you are thinking of attending/presenting/speaking…Austin is a good show, lots of people to meet and the city claims (rightly imo) to be the Live Music Capital of the World so it is a fun and interesting place…details to follow.

Dante Anderson

Dante Anderson

As it is the new age social networking I will discuss social gaming and media At the prep talk. I will review the general trends and more specifically discuss how social media can be used to network an event like Austin. To that end I would recommend that attendees set up a Twitter and Facebook account if they don’t yet have them. I will mention a few good meeting places (Austin doesn’t have something as central as the W at the main SF GDC), some must see lectures, things to do at night (Austin really is the LIVE music capital of the USA as they claim) and some other networky stuff like trick I learned from some IBM guys. I mentioned this last time I was there but now I have found the article in question. See it at the prep talk!”

This is a mandatory session for subsidized delegates but we encourage and invite anyone in the industry to attend. AND THEN…come out for drinks with Ken and Dante and the Digital Alberta team afterward at Jameson’s!!

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31st August 2009

Oscar de la Hoya and Klitschko Brothers on Fight Night Round 4

EA GamesBurnaby Electronic Arts has announced that its first downloadable boxer pack for Fight Night Round 4 is now available on the PlayStation® Network™ and Xbox Live™ Marketplace. Featuring Oscar De La Hoya, Vitali Klitschko, Wladimir Klitschko, and alternate versions of George Foreman and James Toney, the downloadable boxer pack retails for 400 Microsoft points and $4.99 on Xbox Live Marketplace and the Fight Night Round 4PlayStation Network, respectively. Named the Game Critic Awards “Best Sports Game of E3 2009” and according to NPD data,  sold over a million units in its first month, Fight Night Round 4 has been winning over reviewers and fans since its release on June 23rd.

In addition to the boxer pack, EA Sports™ announced that a free downloadable game update that enables players to use the face buttons on the Xbox 360 and PlayStation 3 controllers to throw punches is also available now. A new demo featuring the button controls will be available to all Xbox Live and the PlayStation Network users by early September. The 10 round demo will feature Mike Tyson, Muhammad Ali, Manny Pacquiao and Ricky Hatton as playable boxers.

Designed with a revolutionary physics-based gameplay engine, Fight Night Round 4 replicates the sweet science to an unprecedented degree of realism. Witness gloves grazing off an opponent as he dodges at the last second, or watch as a vicious uppercut rips through the block of a boxer who turtles for too long. With realistic physics, no fight is ever the same in Fight Night Round 4

Fight Night Round 4 is currently available for the PlayStation®3 computer entertainment system and Xbox 360® video game system from Microsoft. This game has been rated T for Teen by the ESRB.

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31st August 2009

Jade Raymond Named as Head of Ubisoft Toronto

UbisoftToronto Ubisoft® announced today the appointment of Jade Raymond as head of its recently announced Toronto studio. Under the governance of Yannis Mallat, Chief Executive Officer of Ubisoft’s Montreal and Toronto Studios, Raymond will oversee day-to-day operations of the Toronto studio’s work on video game projects.

Jade Raymond

Jade Raymond

Raymond joined Ubisoft’s Montreal studio in 2004 as a Producer on Assassin’s Creed® and is currently Executive Producer on the upcoming Assassin’s Creed® II among other Ubisoft projects. Prior to Ubisoft, Raymond spent eight years on video game development for Electronic Arts, IBM and Sony Online.

“I’m excited to have Jade managing our Toronto studio,” said Yannis Mallat, chief executive officer of Ubisoft Montréal and Ubisoft Toronto. “With more than 12 years of experience in the video game industry, Jade’s knowledge and leadership as an industry veteran are major assets in building the Toronto studio and expanding Ubisoft’s presence in Canada.”

“I’m honored to be a part of Ubisoft’s expansion into Toronto,” said Jade Raymond. “I’m looking forward to building a strong and talented team to work on AAA games and new intellectual properties.”

Ubisoft Toronto is slated to open by the end of the 2009 calendar year, and it’s expected to create approximately 800 new jobs over the next decade. Ubisoft is currently accepting applications for the new studio location.

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