THE AUDIO OF FABLE 2: LARGE SCALE COLLABORATION Kristofor Mellroth Audio Director Microsoft Game Studios Fable 2 Sound Supervisor Intro The perfect storm Time (marketing) Pride (quality) Resources (headcount) Intro What is “Large scale collaboration?” Intro Leveraging three S’s Structure Specialization Scale …like a great turducken http://en.wikipedia.org/wiki/Turducken Key roles for the 3 S’s Sound Editors Sound Design Supervisor Sound Mixers Composer Audio Director Music Supervisor Orchestrator Casting Director VO Supervisor Performance Director Schedule is a feature Start date: January 4, 2008 Stop date: June 23, 2008 6 months… Audio Design Pillars Music Environmental mood Ambience Dramatic tension Cinemas Action reinforcement Combat Music Audio Design Pillars Dialog Dramatic reinforcement Casting Create interesting characters Writing Seamless story and simulation Systems & Tuning Character performance Direction Audio Design Pillars SoundFX Identity Player Change RPG Perspective Distance + Position Detail Content Postmortem: What went right? What went right? - Circle of trust Lionhead MGS Soundelux Soundlab What went right? - Implementation Paper design first Flexibility through assets Progress despite dependencies Area specialization One mix Single screen co-op Online co-op Single player What went right? Using a sound design vendor Scale World-class assets Outsourcing is honest What went right? Next-Gen Communication Totally decentralized production Communication complex but effective Weekly Conf Calls Regional Team Meetings IM Email Bug Database Webcams What went right? Project tracking on a shared *Excel™ spreadsheet Visible to the entire team No “black box” schedule Lets you iterate before you start *click here to buy What went right? Audio quality Ambitions met Acknowledgments GANG Bafta Spike Elan Bottom line…it’s a dream game to do audio for! The important bit… What. Went. Wrong?? Challenges Tool set 1 configuration supported Steep learning curve Unique terminology Slow build times Bugs Lessons Learned Complex tools take commitment Monolithic tools = audio tool compromises Proprietary tools don’t scale Challenges Team proximity Email tone (humour VS humor) Tools required Lionhead infrastructure Lessons Learned Face = context, context = understanding Tools due diligence required Beware of tools that “manage everything for you” Challenges Memory Management Early assumptions proved false 100% over budget Audio memory prediction is hard Lessons Learned Solve in preproduction Build to capabilities 20 mb is NOT enough You CAN squeeze 13 megs of blood from a stone Leave room or have a plan for DLC Challenges Co-Op Came in very late Online complicated to test 2 players on a single screen causes havok Lessons learned Check all mixes against 2 player Need lots of variation 2D sounds break everything Network sound messages Challenges Reference materials Vid caps, anim renders, docs, etc Time not accounted for Documentation lapses late Lessons Learned Have an audio associate producer! Asset wrangler Follow up with devs Dept advocate Challenges O.C.Detail - AKA “things not heard” TV vs Home Theater mix Game Economy (Thanks Pub Games!) Interactive music intensity can be unique Co-op camera Lessons learned Nothing, it is totally worth it. (mostly) Techniques SoundFX Dialog Music • Identity • Change • Perspective • Detail • Reinforce the drama • Create interesting characters • Create a fully integrated experience • Character performance • Environmental mood • Dramatic tension • Action reinforcement Techniques Change? Everything changes Player gender Clothes and boots (Leather, Armor, Naked) Good/Evil alignment Player skill = new move sets Blunt/Sharp/Choppy melee weapons with 7 types and 5 levels each Pistols/Rifles/Crossbows with 10 types and 5 levels each 9 different spells with 5 levels and 2 types Day/Night Player/Henchmen NPC Heroes – diff spells, abilities Corporeal/Incorporeal Baddies Human/Monster/Giant Baddies Story - FMV, In-game cinematic, cut scene, scripted Techniques Case study: Weapons RPG - Change Rusty Master Techniques Ranged weapon perspective (Steel Flintlock Rifle) Trails Shot Damage Sweetener Bullet impact Bullet Whiz Dry Fire 0 100 Listener 200 300 400 Techniques Melee weapon perspective (Legendary Katana) Block Enemy Damage Strike Flourish Strike Ring Scrape Swipe Flourish Ring Swipe Ring 0 10 20 Listener 30 40 50 60 70 80 Techniques Case study: Ambience Bowerstone Market Seamless time of day Rich atmosphere Clock tower Good Evil Techniques Case study: Spells Sword of Damocles Perspective RPG Techniques Case study: Music Action reinforcement Crescendo Music system Techniques Case study: Character Performances Reinforce Drama Character Performance Stats 370 000 words 100 studio days 50 actors 4 directors 2 casting directors 38 hours of voice recording IN GAME Techniques DSP Wavearts Final Plug – Reduces overall dynamic range Custom Harmonic Exciter – Creates “variation” Princeton Reverb Questions? Thanks! Kristofm@microsoft.com Appendix Team Structure Russell Shaw – Head of Music, Lionhead Composer Music manager Tools designer The driving force inside Lionhead Holds secret powers Sound design Team Structure Georg Backer– Associate Producer of Audio, Lionhead Voice-over supervisor Attended all VO sessions Coordinated VO logistics Team Structure Guy Whitmore – Director of Audio (MGS) Head of all publishing audio Ensures that 1st party games raise the bar Has production resources and budget Guides all products in MGS Keeps an eye on all 3 disciplines for Fable 2 Music Sound VO Team Structure Kristofor Mellroth – Sound Design Supervisor MGS Audio Director Managed sound design team and process Feature scoping, scheduling Specialized in systems design Sound designed the Dog Oversees other titles, must balance time Team Structure Audio Implementation Kristen Quebe Specializing in mechanics sound and systems design Asset mastering Sound design Jeffrey Linsenbigler Specializing in world sound and systems design Asset mastering Sound design Team Structure MGS Soundlab Ken Kato – Audio Production Manager Manages sound design team / recording schedules Keith Sjoquist – Sound designer / Recording Engineer Peter Comley – Sound designer Mark Yeend – Sound designer Kyle Fraser – Sound designer Team Structure Fable 2 Pub Games Mark Yeend – Audio Director Created sound design and implemented in XACT Supervised and ported entire project into Fable 2 Team Structure Soundelux Scott Gershin – Supervising Sound Designer All sounds ran through Scott Shannon Potter – Co-Supervisor Managed project and client relationship. Tracked all assets and deliveries, sound design of farting & burping Sound Design team 10 Sound designers 3 foley guys 4 Asset coordinators VO / ADR folks And 3 dog trainers Team Structure Other contributors Shoko Iwano – Sound Design Neil Wakefield – Audio Programmer Kostas Zarifis – Audio Tools Programmer Jennifer Stanners – Associate producer Stan LePard – Pub Games Orchestration Allan Wilson – Orchestration SideUK – VO recording and editing Tools Sound Design ProTools Audition Nuendo Mastering Audition Wavelab Sound Forge 9.0 Composition Nuendo Music Orchestral line up: 16 first violin 14 second violin 12 violas 10 celli 8 bass 6 horns 2 flute (doubling piccolo) 2 clarinet (doubling bass clarinet) 2 oboe (doubling cor anglais) 2 bassoon 1 contra bassoon 1 flugelhorn (doubling trumpet) 2 tuba 2 euphonium (tenor tuba) 1 harp 1 piano (doubling celeste) 1 Timpanist 2 x percussion Music Credits: Fable Score Composed by Russell Shaw Orchestrated and Conducted by Allan Wilson Recorded and Mixed by Peter Fuchs Associate Music Production: Peter Fuchs Mixed at Phoenix Sound, Pinewood Orchestra Orchestra: Slovak National Symphony Orchestra Orchestra manager: Marian Turner Music Co-ordinator: Paul Talkington Recorded at Slovensky Rozhlas Studios, Bratislava Sound Assistants: Hubert Geschwandtner and Martin Roller Singers The Pinewood Singers Tiffin Boys’ Choir Tiffin Boys Choir Master: Simon Toyne Recorded at Phoenix Sound, Pinewood. Celtic/Folk instrumentalists Robert White & Brian Gulland