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Project Update/Reflection: 'What Is Home'

  • lgleeson98
  • Apr 20, 2017
  • 5 min read

Hey!

A couple weeks ago I talked about moving onto a new project with a games team right off the back of the 'Horizon' game. I wanted to hold off showing you what I've been working on until the stage where I've completed what's required on my end, which is now!

The project

So this is another project involving stuff I've never done before, and once again - it has been super cool working it all out and then creating a product I'm happy with. The game 'What Is Home?' is first person and is somewhat of a simulation, where you play as a guy or girl making it home in the pouring rain - and your goal is to get cozy!

I was tasked with designing the audio experience with FMOD, which is a middleware that integrates with game development programs like Unity or Unreal. I've never used FMOD, so it was great to learn a new software/DAW and figure out how it ties in with your workflow!

With the project having tight deadlines, and involving a lot of stuff I knew I wouldn't be totally efficient with until I learned; I've dedicated a big chunk of my time just making sure I'm getting it done to the best of my ability and maintaining consistent communication with the games team. All so I can consolidate how everything has gone, and that I'd have a bunch to talk about.

So below is the assets list I was supplied with (plus 'Coffee Machine' which I've added as an extra). It's in amongst a master assets list, so we're able to track how everyone is progressing on their parts of the project. I would've loved to have shown a demo/some gifs today however a lot of the house objects/models are unfinished or not implemented at this stage.

So for all these assets, I've recorded about 90% of them - and ones I wasn't able to capture I looked through my Ableton sample library which I've had building up over the past couple years, or have been kindly offered resources by peers. One example is the three different types of rain ambience. Unfortunately this project got underway the week after Cyclone Debbie rolled through Queensland so I was definitely a little unlucky with that timing. For these I had a couple minute exterior rain sample from a pack I purchased last year, and for the more specific samples like rain hitting a tin roof, or from a window sill - I was able to grab some fantastic royalty free samples from FreeSound.

As for almost all the other assets, I recorded these with a Zoom H1. As I knew I'd be travelling over the Easter break and wouldn't have access to location recording equipment whenever I needed it, I decided to invest and get myself a recorder! It is the entry level of the Zoom H family, however I love it and I've basically used it non-stop since I bought it!

In the end it's the techniques and space you're recording in that is the deciding factor before you start blaming mic choice on a poor recording, and I think I've done a pretty great job in terms of sound design and overall quality of the captures!

The team

So before I dive into talking about how I've worked with FMOD, I think it'd be pretty interesting to discuss the team dynamic and how the admin side of things has been going this time around in comparison to working with this games team previously.

First of all, the actual planning documentation and the entire infrastructure of how the team is dealing with files is fantastic - better than last time. However, how much it's being used/referred back to is probably a reflection of the lack of communication happening. To be fair, the cyclone and the Easter break has most likely had an impact. The main thing I've been concerned with is the same issues in the previous project. Initially, it all seemed organised and above-board when I met with the team in person. The communication between the core designers/programmers has been consistent from what I can see, and I would say even more-so in person. However, team members like myself and the animator are somewhat left out of the loop a lot of the time unfortunately. I've had to do a number of private message follow ups to actually request access to the google drive and discord in the first place, and I've sort of just been left to go 'do the thing' I guess.

This is a team of eight, and even with any numbers I think what needs to be done is a central document or pinned message in Discord etc. stating: All relevant links relating to the project, a list of everyone's responsibilities and when deadlines are to be met and a list of everyone's contact details. In this case, things like making sure everyone has a Github account and knows how and where to upload files to should be sorted at the very start. Working with games so far, it seems my team has assumed the knowledge of members who aren't actually game developers. This is going to continue causing problems down the track in any sort of project involving people from different creative industries, it's simple admin groundwork at the very beginning which breaks down communication barriers and ensures all members are on the same page at all times.

Working with FMOD

Before actually seeing the program for the first time, and being introduced to the basics in a masterclass; I thought it would be difficult to pick up and would involve a lot of coding. For anyone with experience with DAWs like Protools and Ableton especially (since the layout of Ableton's interface is super similar), this will almost feel like a minimalistic version of the one you use.

I think the main thing to get your head around - and once you understand this you'll be sorted - is that when you're looking at audio in the Timeline view, that's the same as what you're used to in terms of linear/time-based audio. However, as soon as you move into the realm of parameters (where you essentially create automation based on an event that will happen in game) you're working with minimum-maximum values - often percentages - that the programmers will use to implement & code into the game.

I've been doing screenshots for my blogs for a while now but I think for this I would be able to explain my session a lot better if you can hear the audio at the same time, so here's a short video running through the bulk of the FMOD session!

Probably not the most polished video I'll admit, but I wanted to do it all in one take and keep it quite relaxed. Definitely will integrate more of these little clips into my production blogs from now on!

So that's where the project is at! I've done everything that's required on my end. Currently I'm waiting for it all to be implemented, I would say I'd have some feedback on certain bits of the audio once they're able to properly test it by the time the objects and animations are in. My next blog on this will be with the final game up on itch.io linked! I'll keep you posted.

Cheers!

Lachy


 
 
 

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