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Collins K - 8 - Pre-Production Workflow
Collins K - 8 - Pre-Production Workflow
- 3) Spotting
-- At this stage, it is determined which parts of the game should have ambient
sound and music.
-- Specifically, this involves defining cue point entrances, exits,
play-ins/play-outs, and game state changes, as well as deciding if game variables
(such as player health, surface properties, and so on) will be used to change sound
parameters.
- Asset List
-- Asset lists are often based on descriptions of levels,
and are broken down into sound types (weapon sounds, ambient sounds, menu
sounds, foley, and so on).
- Permutation Weighting
-- The ability to assign different prob-
abilities to each permutation to control how often a given permutation is played.
-- We can use permutation weighting to assign a high
skip fraction to that one permutation that tells the audio engine to skip this
permutation x-percentage of the time.
-- We adjust this number until we hear the distinctive
hoot at a frequency that seems natural.
- Technical Limitations
-- Channels
-- Sound Format
-- Production Value of the Sound
-- Implementation; platform, sound engine, playback engine