SlideShare a Scribd company logo
How to manage your work
with
Sound designer/Music
composer
Making Sound
Touch
Sight
Smell
Taste
Taras Terletskyy
•Sounds Designer
•taraster@samplerate.org
So the Question is……
How important is sound?*
Surely we can get this from the Internet?
What is a Soundtrack, SFX, Ambient?
Why aren’t they for free?
Well lets use the Free content?
Getting it free from the web…..
• You become responsible for the sound quality in your team.
• You can not make any changes that your project needs
Copy and Paste
• A Sound Designer can recognise copy/pasted content… Legal implications
Quick Tech Update
Technical Review….lesson one…
4 Sound categories
Sound Effects (SFX)
• short sounds - knobs, swords slices, door closing
Ambient
• setting location in Game, like a forest, sea shore
Music
• Sound tracks made by music composer for the game
Voice Over
• voices of characters
Reverberation….
Reverberation is the persistence of a sound after a sound is produced and adds
quality to your audio….. Things like Wet, Time, Decay….
So lets run through the following……
● What do you need to start?
● Sound Track creating process
● SFX creating process
● Ambient Sound design
● Getting a Sound designer
so where do we start?
So what is the Scope of Work?
About 2-6 months before launch date
Game design has to be finished
All animation is ready to show
All characters are ready to show
A clear understanding of what is needed and what you want ….
Before you create final Audio….
Game design has to be finished……. and not all games are the same*
And your characters need to be seen….
Make all the characters first, if you don’t your sound designer will not understand
your objectives
=/
Animations need to have a set length
Changes in animation will effect Sound Design more changes will add cost
SFX Creation steps
Listening to examples and watching videos
Record
Listening in game (!!!)
Approval
Sound Effects…. SFX design
So what does an effects document look like?
Which is different to a Sound Track Design
doc
Phases of Soundtrack creative process:
Listening examples, learning game, finding groove
Demo
• it’s not a sound track, it’s only a short piece of a melody with a few instruments
to understand what composer "hears" for your game
Live
• Once approved the whole soundtrack can be recordedw with live instruments.
Changes Cost….
Recording Mixing
Mastering
Soundtrack is not a Jingle!
Length Based on Cycled Purpose
OST 1-3 minutes the spirit of
the game
most of the
times “yes”
To illustrate
a group of
events in
game
Jingle 2-30 sec. the OST’s most of the
times “no”
To illustrate
a separated
event in
game
Well this is good should I employ a
Sound Designer?
To have a full-time SD you have to:
build a studio or make a working place for your SD, that has to
contain at least one room for audio…
buy a lot of stuff: microphones, sound cards, computers, remote
recorders and more, and more, and more…
Often they work in the middle of the night or early morning and
search of effects
The final polish
Final Mixing - Corrects all the volume balance, makes your game sound better,
and the final product for your title
Special thanks to
Mr. Dave Cockle
for help in editing this
speach!
Тарас Терлецький "Як організувати роботу з вашим дизайнером по звуку"  GameDev Conference 2018
Тарас Терлецький "Як організувати роботу з вашим дизайнером по звуку"  GameDev Conference 2018

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Тарас Терлецький "Як організувати роботу з вашим дизайнером по звуку" GameDev Conference 2018

  • 1. How to manage your work with Sound designer/Music composer
  • 4. So the Question is…… How important is sound?* Surely we can get this from the Internet? What is a Soundtrack, SFX, Ambient? Why aren’t they for free?
  • 5. Well lets use the Free content? Getting it free from the web….. • You become responsible for the sound quality in your team. • You can not make any changes that your project needs Copy and Paste • A Sound Designer can recognise copy/pasted content… Legal implications
  • 6.
  • 8. Technical Review….lesson one… 4 Sound categories Sound Effects (SFX) • short sounds - knobs, swords slices, door closing Ambient • setting location in Game, like a forest, sea shore Music • Sound tracks made by music composer for the game Voice Over • voices of characters
  • 9. Reverberation…. Reverberation is the persistence of a sound after a sound is produced and adds quality to your audio….. Things like Wet, Time, Decay….
  • 10. So lets run through the following…… ● What do you need to start? ● Sound Track creating process ● SFX creating process ● Ambient Sound design ● Getting a Sound designer
  • 11. so where do we start?
  • 12. So what is the Scope of Work? About 2-6 months before launch date Game design has to be finished All animation is ready to show All characters are ready to show A clear understanding of what is needed and what you want ….
  • 13. Before you create final Audio…. Game design has to be finished……. and not all games are the same*
  • 14. And your characters need to be seen…. Make all the characters first, if you don’t your sound designer will not understand your objectives =/
  • 15. Animations need to have a set length Changes in animation will effect Sound Design more changes will add cost
  • 16. SFX Creation steps Listening to examples and watching videos Record Listening in game (!!!) Approval
  • 17. Sound Effects…. SFX design So what does an effects document look like?
  • 18. Which is different to a Sound Track Design doc
  • 19. Phases of Soundtrack creative process: Listening examples, learning game, finding groove Demo • it’s not a sound track, it’s only a short piece of a melody with a few instruments to understand what composer "hears" for your game Live • Once approved the whole soundtrack can be recordedw with live instruments. Changes Cost….
  • 21. Soundtrack is not a Jingle! Length Based on Cycled Purpose OST 1-3 minutes the spirit of the game most of the times “yes” To illustrate a group of events in game Jingle 2-30 sec. the OST’s most of the times “no” To illustrate a separated event in game
  • 22. Well this is good should I employ a Sound Designer? To have a full-time SD you have to: build a studio or make a working place for your SD, that has to contain at least one room for audio… buy a lot of stuff: microphones, sound cards, computers, remote recorders and more, and more, and more… Often they work in the middle of the night or early morning and search of effects
  • 23. The final polish Final Mixing - Corrects all the volume balance, makes your game sound better, and the final product for your title
  • 24. Special thanks to Mr. Dave Cockle for help in editing this speach!