|
Game Audio Job Roles
download
pdf (26k) (get
Acrobat)
If you’ve ever ventured into a game audio studio and wondered exactly
what everyone does (besides sit down eating pizza and talk about motorcycles),
here’s the truth about all the vital disciplines. It’s quite
amazing what people get paid to do for a living.
If you are looking to employ someone, we’ve tried to sum up all
of the roles that an audio person could need with a little description
and associated buzzwords to help you along. For example a composer would
need 1, 3, 6, 8, 9 & 10 in our humble opinion!
1. Composition.
Ability to compose in numerous styles – convincingly. Performing,
mixing, editing. Scoring on paper for performers, producing and directing
musicians. From orchestral to jazz, industrial to drum ‘n’
bass.
2. Sound Design
Creation, manipulation, foley, field recording, layering, soundscapes.
Sourcing sounds from a variety of means a must. Creating convincing sonic
environments – can you close your eyes and tell from sound alone
the kind of environment you’re in?
3. Sound to Picture Dubbing
Knowledge of video formats, SMPTE / MTC (working with Timecode), film
theory (hierarchical structure of what sound elements take precedence
in a mix). Experience with industry standard tools - Protools / Sadie
/ Nuendo. Less is more, blah blah.
4. Vocal Recording
Directing and / or producing a session effectively. Dealing with voice
over agencies and artists. Expediting the lengthy process of voice editing.
Working with scripts – best file naming conventions for the given
situation / utils available.
5. Audio Directing
Supervising the entire audio ‘vision’ of a product from concept
thru pre-production, production all the way to mastering. Become the walking
audio ‘bible’, able to assist on all aspects of the audio
production.
6. Implementation
50% of the overall effect IMO. In depth technical knowledge – or
ability to learn – of the gaming platform(s). Ability to design
a custom audio API with a programmer. Problem solving on technical issues
– compression, buffering, streamed vs. RAM resident samples, maximising
the available space at any given point.
7. Managerial
Effective time management and scheduling regular milestones with the
team. Provide accurate lead times and deliveries. Being pro-active.
8. Licensed music
Dealing with record companies, lawyers and artists. Translating producers
/ designers requests into musically coherent forms that the composer etc.
can understand.
9. Outsourcing
Not becoming precious about your own work. Audio individuals tend to
carry a sense of arrogance – they can do everything in audio well.
WRONG! All audio people have something they’re good at, and something
they’re not. It’s understanding your own limitations. Supervising
all communication with the freelancer, making sure that you’re completely
aware of what they are doing at any point.
10. Current Game Audio Trends
Keeping abreast of the latest news, developments, software, hardware
(which can constitute a LOT of reading if he or she were to encapsulate
composition, sound design, producing, mixing etc.). Keeping up to date
and ensuring that your game audio is not somewhat behind what’s
currently possible.
|