Wie funktionieren Sprachaufnahmen für Games? Die deutsche Synchronfassung für Computerspiele zu erstellen stellt das Studio vor einige Herausforderungen. Die tontechnischen sind relativ überschaubar. Wichtig ist die Organisation, Erfahrung und künstlerische Leitung der Aufnahmen. Welche Materialien stehen zur Verfügung? Wieviel Informationen sind vorhanden? Wie werden die Informationen organisiert? Nach welchen Kriterien werden die Sprecher ausgewählt?
Ich gebe eine allgemeinen Einblick in die Welt der Lokalisierung von Computerspielen.
Bastian works at Ubisoft as a Senior Foley Artist. He will display his personal story becoming a Foley Artist explaining the common pitfalls when building a studio and approaching custom sound effects recording in general. He then will explain the differences between working with linear media (Film) and interactive media (Games). This will be achieved by showing recording and editing sessions from both types of media. Some ingame material from Ubisofts latest productions will be used to show results. For further understanding of the complexity of game audio a quick insight will be given into the field of game engines like Unity and middleware like Wwise. Bastians vision for Foley in Games will be shared at the end. He wants to enable all inhouse Audio Designers to record their own sounds in company owned studios (from edit suites to foley stages)
GAME-3 | Game Audio | R 3 | 2023-11-10 | 11:30 - 12:30
curated by Dominik Zingler, Jan Lukas Feldmann
Sound Designing Rain for Hunt: Showdown
GAME-3-1 | Start 11:30 | Duration 60 min. | Christoph Pracht | Binaural Workshop (English)
Rain is a huge challenge for every sound designer, because typical recordings of rain closely resemble white noise. This can be very fatiguing for listeners, mask more important sounds and ultimately does not represent the experience of being exposed to strong rain well.
To overcome this problem, we came up with an innovative system, that automatically detects points in the virtual game environment where rain would hit. Those points form a grid around the player and instead of only using a static background loop, we place sounds of rain hitting a specific surface type at each grid position.
The result is a stunning and extremely immersive soundscape, in which players can really feel their environment by hearing how the rain impacts it. In the talk, we will dive into the details of this system, what we learned about how to make rain as detailed as in reality and how the same ideas can be applied to any sound design situation. Bring your umbrella!
GAME-4 | Game Audio | R 3 | 2023-11-10 | 14:00 - 15:00
curated by Dominik Zingler, Jan Lukas Feldmann
Audio Serendipity
GAME-4-1 | Start 14:00 | Duration 60 min. | Giorgio Vezzini | Talk (English)
What is serendipity? How does this concept help us become better Sound designers?
In this talk, we'll talk about
- how to transform happy accidents into learning moments and part of our workflow
- how to create space for experimentation inside a tight production cycle
- tips and tricks that spawned from these moments
GAME-5 | Game Audio | R 3 | 2023-11-10 | 15:10 - 17:00
curated by Dominik Zingler, Jan Lukas Feldmann
Vehicle Sound Design for Farming Simulator
GAME-5-1 | Start 15:10 | Duration 60 min. | Nils Heine |
André Sousa | Binaural Workshop (English)
André and Nils are showcasing vehicle audio recording methods and simulation techniques for the Farming Simulator series. They discuss their approach to recording tractors, detailing the equipment, procedures and conditions that are used to capture the sound of these complex machines. Real-time processing of Farming Simulator vehicle audio is explored in detail. They demonstrate methods for analyzing on/offload audio recordings to extract useable EQ profiles, which can be used as a basis for real-time processing to create a dynamic load sound. They will also briefly share some useful audio editing, processing and implementation tips.
How to boost your game audio production
GAME-5-2 | Start 16:10 | Duration 50 min. | Kai Detlefsen |
Christian Sander | Roundtable Discussion (English)
This panel discussion is designed to address both creative and technical aspects of game audio production, providing a comprehensive approach to boosting the overall quality of audio in games. The panelists, who are industry experts and professionals with a wealth of experience in game audio, will share practical insights and strategies to optimize the technical aspects of audio production. They will cover topics such as implementation tools, audio middleware, and many more. Additionally, the panel will emphasize the importance of balancing technical considerations with creative decisions to create an immersive and captivating audio experience for players.