AudioMedia - January 2009 - (Page 24) John Broomhall talks with DICE’s Magnus Walterstad about cheating gravity from the rooftops, walking on glass, and death falls in Mirror’s Edge, a game that brings a whole new meaning to realistic sound effects. f you suffer from vertigo, prepare to conquer your fears… Mirror’s Edge gameplay is all about cheating gravity with a Parkour-inspired, non-stop, high-flying, death-defying athleticism. Haring around roof-tops, scaling walls, body flinging from ledge to high-wire, the player experiences a profoundly effective sense of movement and perspective as they take the role of Faith, a ‘runner’. Her underground, outlawed courier role is the only communication vehicle of privacy within an oppressive government-controlled future cityscape. For Audio Director Magnus Walterstad, the primary challenge was to create audio playback logic seamlessly delivering Foley and breathing sound FX content interactively, never ‘breaking the spell’, no matter how outlandish the stunts a player might attempt in a game-world of open-ended acrobatic opportunities. I word being perception. Most of the environmental sound sources in the game would be set up by using the game engine editor, allowing Walterstad to define ‘point emitters’ in 3D geometry at specific x, y, and z positions, and assign them sounds to be played back under certain logical conditions e.g., the proximity of the player, time of day, and so on. But it was clear the resulting relatively literal live mix created by the game engine would have to be significantly overridden at run-time to realise Walterstad’s manifesto. Still M ovement “I figured that if you stand still in the game you should have a sense of this mass of city sound constantly changing and developing (without of course ever repeating – a challenge in itself ). If you were to start walking, I didn’t want you to be conscious of your movement at all audiowise. But as you would start running, then I wanted you to notice harder footsteps, the release of the foot, the knees meeting more – and of course, breathing. As you gained Mirror ’s Edge As with so many videogame productions, however, the final course of the game was only established after a significant period of experimentation, as Walterstad explains: “ The projec t has shif ted quite a bit for sure. Originally we had a male lead character and there were tons of weapons – obviously an initial focus for sound. However, it’s morphed through various versions to become a first-person action adventure game with the focus definitely not on guns! In the end, we really didn’t want the traditional floating camera view with gun dangling – we wanted full immersion and interaction with the environment. So it’s all about agility – how you move from A to B using the most efficient route – without getting killed.” Once Mirror’s Edge direction was determined some two yrs ago, Walterstad (whose previous foray into gaming was the renowned Battlefield 1942) crystallised his vision for the title’s audio by literally writing down a ‘manifesto’ describing what theplayer would hear during four minutes of gameplay. His aim was to define how the game’s sound should reflect what he believed would be Faith’s sonic perception of the world – the operative momentum, the cityscape sound would slowly change. To enhance the sense of speed there would be less general ambience, more of your own Foley, and now swishes as you rush by specific 3D-positioned audio ‘objects’ – kind of like when you run or cycle hard and you get into a kind of sound bubble – it’s you and your sounds and breathing in the zone – the air whooshing by and even the sound of your own clothes flapping. The other dimension to Mirror’s Edge audio is that same bubble being burst by enemy gunfire whereupon I wanted the overall sound to become stressful and unpleasant.” For proof of concept, Walterstad prototyped his ideas by dubbing linear video of early stage game footage, the results of which are made public at http://gamevideos.1up. com/video/id/21561. He then liaised with the technical team re-designing some aspects of the existing sound ‘engine’: “I tend to think the same way I mix on a board – bussing channels together and so on – and that’s similar to how the sound engine worked with definition of ‘sound groups’. But we also added the concept of ‘mix groups’ too, so that by setting software flags in the game and triggering the use of different mix groups of sound according to overall game conditions, e.g., the player is running but not under threat - we could select the appropriate set of sounds to play at any given moment. We could even create the illusion of a ducking side-chain signal path where a player’s hard landing from a big jump might appear to duck and filter the rest of the sound replay momentarily. All of this control was vital to deliver the dynamic and fully interactive sound mix I was after without having to 24 AUDIO MEDIA JANUARY 2009 http://gamevideos.1up.com/video/id/21561 http://gamevideos.1up.com/video/id/21561
Table of Contents Feed for the Digital Edition of AudioMedia - January 2009 AudioMedia - January 2009 Contents Recording News Post News Broadcast News Geo Focus: India What's Up UK? Special Report: Pimp My Ride AKG C214 Sony Acid Pro 7.0 Final Cut: Mirror's Edge Opportunities in the Reality World She's Got the Look The X-Factor Sadie LRX2 Source Elements Source-Connect 3.1 Buying a Recorder In Control Product Sampler: Trade Shows Video Guide AMSR News Digico SD8 The Last Picture Show File Server AudioMedia - January 2009 AudioMedia - January 2009 - AudioMedia - January 2009 (Page Cover1) AudioMedia - January 2009 - AudioMedia - January 2009 (Page Cover2) AudioMedia - January 2009 - AudioMedia - January 2009 (Page 3) AudioMedia - January 2009 - Contents (Page 4) AudioMedia - January 2009 - Contents (Page 5) AudioMedia - January 2009 - Recording News (Page 6) AudioMedia - January 2009 - Recording News (Page 7) AudioMedia - January 2009 - Post News (Page 8) AudioMedia - January 2009 - Post News (Page 9) AudioMedia - January 2009 - Broadcast News (Page 10) AudioMedia - January 2009 - Broadcast News (Page 11) AudioMedia - January 2009 - Geo Focus: India (Page 12) AudioMedia - January 2009 - Geo Focus: India (Page 13) AudioMedia - January 2009 - What's Up UK? (Page 14) AudioMedia - January 2009 - What's Up UK? (Page 15) AudioMedia - January 2009 - Special Report: Pimp My Ride (Page 16) AudioMedia - January 2009 - Special Report: Pimp My Ride (Page 17) AudioMedia - January 2009 - AKG C214 (Page 18) AudioMedia - January 2009 - AKG C214 (Page 19) AudioMedia - January 2009 - Sony Acid Pro 7.0 (Page 20) AudioMedia - January 2009 - Sony Acid Pro 7.0 (Page 21) AudioMedia - January 2009 - Sony Acid Pro 7.0 (Page 22) AudioMedia - January 2009 - Sony Acid Pro 7.0 (Page 23) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 24) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 25) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 26) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 27) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 28) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 29) AudioMedia - January 2009 - Final Cut: Mirror's Edge (Page 30) AudioMedia - January 2009 - Opportunities in the Reality World (Page 31) AudioMedia - January 2009 - Opportunities in the Reality World (Page 32) AudioMedia - January 2009 - Opportunities in the Reality World (Page 33) AudioMedia - January 2009 - Opportunities in the Reality World (Page 34) AudioMedia - January 2009 - Opportunities in the Reality World (Page 35) AudioMedia - January 2009 - She's Got the Look (Page 36) AudioMedia - January 2009 - She's Got the Look (Page 37) AudioMedia - January 2009 - She's Got the Look (Page 38) AudioMedia - January 2009 - She's Got the Look (Page 39) AudioMedia - January 2009 - The X-Factor (Page 40) AudioMedia - January 2009 - The X-Factor (Page 41) AudioMedia - January 2009 - The X-Factor (Page 42) AudioMedia - January 2009 - The X-Factor (Page 43) AudioMedia - January 2009 - Sadie LRX2 (Page 44) AudioMedia - January 2009 - Sadie LRX2 (Page 45) AudioMedia - January 2009 - Sadie LRX2 (Page 46) AudioMedia - January 2009 - Sadie LRX2 (Page 47) AudioMedia - January 2009 - Source Elements Source-Connect 3.1 (Page 48) AudioMedia - January 2009 - Source Elements Source-Connect 3.1 (Page 49) AudioMedia - January 2009 - Buying a Recorder (Page 50) AudioMedia - January 2009 - Buying a Recorder (Page 51) AudioMedia - January 2009 - Buying a Recorder (Page 52) AudioMedia - January 2009 - Buying a Recorder (Page 53) AudioMedia - January 2009 - In Control (Page 54) AudioMedia - January 2009 - In Control (Page 55) AudioMedia - January 2009 - In Control (Page 56) AudioMedia - January 2009 - In Control (Page 57) AudioMedia - January 2009 - Product Sampler: Trade Shows (Page 58) AudioMedia - January 2009 - Product Sampler: Trade Shows (Page 59) AudioMedia - January 2009 - Video Guide (Page 60) AudioMedia - January 2009 - Video Guide (Page 61) AudioMedia - January 2009 - Video Guide (Page 62) AudioMedia - January 2009 - Video Guide (Page 63) AudioMedia - January 2009 - AMSR News (Page 64) AudioMedia - January 2009 - AMSR News (Page 65) AudioMedia - January 2009 - Digico SD8 (Page 66) AudioMedia - January 2009 - Digico SD8 (Page 67) AudioMedia - January 2009 - Digico SD8 (Page 68) AudioMedia - January 2009 - Digico SD8 (Page 69) AudioMedia - January 2009 - The Last Picture Show (Page 70) AudioMedia - January 2009 - The Last Picture Show (Page 71) AudioMedia - January 2009 - The Last Picture Show (Page 72) AudioMedia - January 2009 - The Last Picture Show (Page 73) AudioMedia - January 2009 - File Server (Page 74) AudioMedia - January 2009 - File Server (Page Cover3) AudioMedia - January 2009 - File Server (Page Cover4) AudioMedia - January 2009 - File Server (Page R1) AudioMedia - January 2009 - File Server (Page R2) AudioMedia - January 2009 - File Server (Page R3) AudioMedia - January 2009 - File Server (Page R4) AudioMedia - January 2009 - File Server (Page R5) AudioMedia - January 2009 - File Server (Page R6) AudioMedia - January 2009 - File Server (Page R7) AudioMedia - January 2009 - File Server (Page R8) AudioMedia - January 2009 - File Server (Page R9) AudioMedia - January 2009 - File Server (Page R10) AudioMedia - January 2009 - File Server (Page R11) AudioMedia - January 2009 - File Server (Page R12) AudioMedia - January 2009 - File Server (Page R13) AudioMedia - January 2009 - File Server (Page R14) AudioMedia - January 2009 - File Server (Page R15) AudioMedia - January 2009 - File Server (Page R16) AudioMedia - January 2009 - File Server (Page R17) AudioMedia - January 2009 - File Server (Page R18) AudioMedia - January 2009 - File Server (Page R19) AudioMedia - January 2009 - File Server (Page R20) AudioMedia - January 2009 - File Server (Page R21) AudioMedia - January 2009 - File Server (Page R22) AudioMedia - January 2009 - File Server (Page R23) AudioMedia - January 2009 - File Server (Page R24) AudioMedia - January 2009 - File Server (Page R25) AudioMedia - January 2009 - File Server (Page R26) AudioMedia - January 2009 - File Server (Page R27) AudioMedia - January 2009 - File Server (Page R28)
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