jeudi 5 février 2015

@TWI; Game Audio(Main Topic) and Bloat's Size

So, I'm an absolute audiophile. I have an extensive history in audio.



-I listen to over 20 languages of music with English being the least common.

-I worked as an audio technician in high school theater using roughly $12,000 worth of equipment(...$12,000 on audio equipment... in a highschool. Let that sink in... WTF??).

-I made music for about 6 years.

-I studied the whole electronica genre for a majority of my life as it's my favorite kind of music.

-Through my love of electronica, I developed exceptionally strong hearing and trained my ears to listen to 130 db for an extensive amount of time with zero hearing impairment(Recommended maximum time of unprotected exposure to that level of sound is roughly 6 seconds).

-I can hear a pin drop across a railway station(Obvious exaggeration but my hearing is the ****).



... I like audio.



For me, audio is something that can entirely make or break a game. An example of a game that fell through for me PURELY because of audio was Payday 2. The reverb was stock compression and the weapon audio didn't match the feel of the guns. Payday 2 is still one of the greatest games in my books but the audio killed it for me.



I've watched all of the publically existing footage of KF2 probably a hundred times over and I've noticed some absolute gold nuggets of audio prowess that just tease the **** out of me because they're so brief before a jump cut or a fade out.



All my favorite examples are here:

-Gorefast Slice: http://ift.tt/1I6FjuI



-Amazing Blunt Shotgun Sound: http://ift.tt/1I6FjuL



-Zed Freakout Sound: http://ift.tt/1KglleA



-Both the Fleshpound smashing his clubs together as well as the banging on the door:

http://ift.tt/1KglleG



-Medic Grenade: http://ift.tt/1KglizF



-And my number one cockteasing eargasm and the MAIN thing that got me hyped for this games potential audio quality; the sound the projectile makes hitting the metal sheet panel on the staircase behind the small group of gorefasts(VERY BRIEF): http://ift.tt/1I6FlTx



I don't know too much about the UE3 SDK such as if it comes with it's own audio kit or if you guys have your own audio engine. Any comments?



What about things like distance and sound compression? One KEY example that really got me curious was this piece of footage where the player throws a grenade in a hallway and backs away from direct auditory range:



http://ift.tt/1I6FlTz



It was hard to tell because of the talking overlaying it, but can we get a comment about things such as reverb and compression/suppression? Distance?



Overall, what was your philosophy on the audio being developed for Killing Floor 2? As you said previously in ratio of RO2:KF; RO2 was your primary "realistic" game so both realism in weapons and sound were heavily developed for that and your aim for KF2 is to be more action and fast paced with weapons. How do you think your sound philosophy goes with this pattern?



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And on a side note, about the Bloat; he seems... smaller?

Source here:

http://ift.tt/1KglizF



Any comment on that? Intentions? Motives? Is he ACTUALLY smaller?

Or am I just high off the fumes from my sweat stains on my shirt from sitting in this chair a depressed mess waiting for this game to come out?



...



Thanks, guys. Keep up the good work.




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