Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Wednesday, December 2, 2015

Field Trip to Sony Game Studios!

Waking up at the break of dawn to traverse the icy cold winter morning, we ventured down south to find, not warmer weather, but the Sony Games studio in San Diego. Located deep within the unmarked corporate buildings of Mira Mesa, Sony Games sits hidden from the random pedestrian. Although from the outside the building is nothing to gawk at, once you enter the front door of the reception desk everything changes. Greeted by their friendly receptionist and a display of their various game systems all summed up to one golden PS3 placed behind bulletproof glass on a pedestal, the hype was definitely real.

After a signing of an NDA, a verification of our identification cards, and a official looking man having a brief private conversation with Vinnie, we were prepared to look behind the veil of Sony. A big thank you to sound designer Kurt Kellenberger, our official guide for this excursion. Leading the way into the bowels of the development team, we were briefly shown the various cubicles occupied by each of their production teams, including coders, graphic designers, and in house game testers all sporting decorations of various sports teams from around the country.

Once we wrapped up in that first building, we headed into a different building across the street. Here, we got a sneak peak into one of the studios, a padded room with all sorts of consumer speakers ready for testing. Next we were shown the studio in which Sony produces some of their sound effects with a clutter of miscellaneous materials, all scattered in and around a foley pit located in the center of the room (a studio any sound designer would dream of having access to). The next room we entered was a show room of sorts and had the all too familiar Protools session open. Here Kurt gave us a view into the next step of their sound implementation, we were then shown a video with 100% of the sound effects were produced in the  aforementioned studio, and were informed of their in-depth sound effects library (a section of which is dedicated to the diverse sound of the human fart, a must have in any sound effects library!). With the clock ticking, the last visit on our tour we were given a sneak peak into the program which Kurt used to implement the sounds in a video game. Replaying a scene over and over and showing all the possible outcomes that could occur in the video game world, we got to learn how a sound designer battles with a gamer's free will,  attempting to predict all the actions a player could possibly make, and using this to maintain the games immersiveness. Running behind on time, we wrapped up the tour, with an open invitation for us to apply for their internship program, and Kurt guiding us back to our vehicles. With a big thank you and a sorrowful farewell to Kurt and Sony Games, we began the return back to campus, leaving with a whole new appreciation and understanding of what it takes to design a video game, leaving all of us thinking about this other possible career path.

- Jacques

Sony Games Sound Design Kurt Kellenberger speaks. Garrett Hood, Andrea Allmond, and Jordan Tani listen.

Wednesday, December 19, 2012

Track & Field

Back in a previous life as a web developer, Friday afternoons in the office were made a little more bearable thanks to a game called Layer Tennis.  In this game, two artists trade a Photoshop file back and forth every 15 minutes for 10 rounds. Each artist creates 5 banner images from a mashup of the previous rounds plus any other inspiration they care to draw from.

I'd long wondered how Layer Tennis would be played using sound instead of images.  I told Vinnie about the game, and we came up with a longform version for our Trends in Modern Sound Design class.  I'm calling it (sound) Track & Field (recordings).  It's one part Layer Tennis, one part Guerilla Sound, and one part Telephone Game.

We setup two teams: Stephen Swift, Josh Fehrmann, Brian Svoboda, David Backovsky; and Patricia Cardona, Matt Glenn, Mark Caspary, Michael Matthews.  Each week, the team's Pro Tools session would get passed to the next member in line like a baton in a relay race.  Each designer then had 1 hour to create a 30 second audio clip, which would get placed on the master track right after the previous clip ended.  For the first week, everyone created a 30 second sound clip as a jumping off point; so actually, each team was responsible for four Pro Tools sessions, and the one you were personally responsible for that week was just based on where you were in the rotation.

We've been going at this for seven weeks now, and collectively have generated a half-hour of audio: that's 8 relay games, each with seven 30 second sound clips strung together.  We've posted them here for your entertainment... Enjoy!


Group 1, Rotation 1: Stephen, Josh, Brian, David, Stephen, Josh, Brian



Group 2, Rotation 1: Patricia, Matt, Mark, Michael, Patricia, Matt, Mark



Group 1, Rotation 2: Josh, Brian, David, Stephen, Josh, Brian, David



Group 2, Rotation 2: Matt, Mark, Michael, Patricia, Matt, Mark, Michael



Group 1, Rotation 3: Brian, David, Stephen, Josh, Brian, David, Stephen



Group 2, Rotation 3: Mark, Michael, Patricia, Matt, Mark, Michael, Patricia



Group 1, Rotation 4: David, Stephen, Josh, Brian, David, Stephen, Josh



Group 2, Rotation 4: Michael, Patricia, Matt, Mark, Michael, Patricia, Matt