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Bigger Than Big: The Game Audio Explosion
A Guide to Great Game Sound



Contents
  Far Beyond Bleeps and Loops
  Communicating the Vision: Pre-production
  Sound Design Production
  Music Production
  Full Motion Video
  Got Your Sound Budget?

  Printable version
  Discuss this article

VI. Full Motion Video (FMV)

Since the FMV is a controlled environment, it is tempting for the sound designer to elaborate on the sound effects. While in some cases, it may be appropriate to heighten the dramatic impact of the story; great care should be maintained to be consistent with the in-game sound design. An incredible-sounding FMV is surely a joy to behold, however, if the in-game sounds do not hold up to the FMVs, the playing experience will be diminished. The purpose of the FMV is to dramatically move the storyline, and to provide a break in the action. Since Most FMVs occur after completing a level, there is an inherent sense of reward when viewing the FMV. The sound design should pay respect to this as long as it doesn't stray too far from the in-game sound. The FMV should act as a seamless transition into and out of the game play. In my opinion, it is best to use in-game sounds within the FMV wherever in-game movements or actions are present.

The second consideration for FMV sound is the mix of all the sound elements. All dialog, sound effects and music should be mixed at comparable levels to the in-game mix, unless there is a dramatic motivation for stressing one over the other.

VII. Sound Reviews

The Beta date is just around the corner. Your sound team has worked countless hours, and is nearing the finish line. You might think it's time to examine the sound for any necessary revisions. Well by this time it's probably too late. As mentioned earlier, the sound team is generally the last in line to begin creating their content. Add to this, the fact that all previously missed deadlines becomes their burden to make-up. Your sound team will likely be delivering content right up to the last minute.  You will need to have in place a regular and effective reviewing mechanism to stay on top of the direction of the game sound.

Using the same group of reviewers used for the demo phase, create a questionnaire that rates the general aspects of the sound. Rating each individual sound would be time-consuming, so use categories of sounds and include room for comments or explanations. By assembling the various questionnaires, you will be able to develop a consensus opinion that will reveal spots that need further attention. If this is performed in a timely and periodic fashion, your sound team will be best able to manage the revisions, as they are needed.





Got Your Sound Budget?