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Orangeatang

Member Since 05 Oct 2004
Offline Last Active Today, 09:18 AM

Posts I've Made

In Topic: Looking for some good profiler

16 January 2015 - 12:19 AM

I started using Intel's GPA (graphics performance analyzer) when Microsoft killed off PIX. 

 

It doesn't seem to exist as a stand alone application anymore (packaged with INDE), but you might want to try the frame analyzer in this software package: 

 

https://software.intel.com/en-us/gpa


In Topic: Unreal Engine 4

19 December 2014 - 04:56 AM

Epic have released a large number of excellent video tutorials that take you through the various aspects of the Unreal Engine. For example :

 

Level creation : https://www.youtube.com/playlist?list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F

 

Blueprints : https://www.youtube.com/playlist?list=PLZlv_N0_O1gbYMYfhhdzfW1tUV4jU0YxH

 

Coding : https://www.youtube.com/playlist?list=PLZlv_N0_O1gb5xvsc7VM7pfoRAKLuIcFi

 

Particle Systems : https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t

 

And specifically for 2D, Paper 2D : https://www.youtube.com/playlist?list=PLZlv_N0_O1gauJh60307mE_67jqK42twB


In Topic: what is the best sofware for...

17 December 2014 - 04:22 AM

1. C# with Monogame (http://www.monogame.net/)

2. Cubase & Wwise

3. Spine (http://esotericsoftware.com/)

 

All completely subjective of course :)


In Topic: The Game Environment: Not just Graphics

16 December 2014 - 02:57 AM


For some reason, sound effects are not as obvious to people as visual effects

I think that's inherent with sound design; if it's done well you don't notice it, it just enhances the overall immersion in the game world. On the flip side, bad sound design stands out like a sore thumb.


In Topic: The Game Environment: Not just Graphics

16 December 2014 - 02:48 AM


A good example of heavy use of sound processing effects, is a modern FPS like Battlefield.

Yeah - the sound mix and design in Battlefield 4 is exceptional. 

 

One of the problems that you get in a lot of online FPS games is that the weapons all have very similar frequency ranges, so when you get a lot of guns firing at once the sound gets very muddy.

 

Battlefield 4 gets around this in a number of ways. First off all of the individual weapon sounds are very well designed; it's easy to tell what weapons are firing around you based on sound alone, even in the middle of an intense firefight. They also have a very good audio HDR implementation.

 

Another example of great audio design is Alien : Isolation; the environmental audio in that game is nothing short of spectacular. 

 

Unfortunately sound doesn't get much love in many AAA projects, lots of titles don't have dedicated audio programmers - let alone sound designers.

 

Almost all titles will have 3D positional sound; anything using Wwise definitely will. 3D positioning for audio events is almost inconsequential to implement. But as Olof mentioned, positioning is only a tiny, tiny part of what needs to be taken in to account for good audio design. 


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