Game On! Creating Music and Sound Effects for Video Games

 
Keyboard Staff
 
 

Could video game music be your next professional gig? Keyboard went to the Game Developers Conference and talked to game audio king Tommy Tallarico to find out.

Whether you’re still employed or someone whose gig evaporated like assets in a 401(k), recessions are a great time to figure out what you want to be when you grow up. Reinvent yourself. Add new marketable skills to your repertoire. Learn to play the accordion. Or better yet, find work that’s both musical and suited to those of us who like things that go bleep in the night. Say, a job creating music and sound effects for video games.

Urban legend has it that gaming is recession-proof. In tough times, people turn to entertainment for distraction. And with this recession applying seemingly no downward pressure to movie, concert, and sports ticket prices, staying in to play games is more popular than ever. This is why pundits crow about video games generating more revenue than Hollywood films (if DVD sales of those movies aren’t factored in).

With all this in mind, we attended the 2009 Game Developers Conference (GDC) in San Francisco this past March, to suss out the career prospects for keyboardists.

THE BACKSTORY

A CNET wrap-up of the GDC described market conditions for the game industry succinctly: The games business is flourishing, and though many believe it is in fact recession-proof, it hasn’t been immune to economic contraction. Game goliaths including Microsoft and Electronic Arts have closed studios and collectively laid off thousands of workers.

Evidence of this duality was rampant at the GDC. On one hand, interest in smaller and independent game developers was high — indie gaming sessions drew standing- room-only crowds. On the other, the entire first floor of the Moscone Center’s west hall was devoted to a Career Pavilion. Activision, Blizzard, Eidos, Epic, Insomniac, Konami, LucasArts, Microsoft, Sega, Sony, THQ, and Ubisoft were among the companies recruiting.

LOW-HANGING FRUIT

With thousands of professional game developers pounding the pavement looking for work, how could this be a good time for newbies to break in? Veteran game composer and sound designer Tommy Tallarico explains, “Our industry goes in cycles. Right now, we’re seeing a resurgence driven by new platforms like the iPhone, Xbox Live, and PlayStation 3 Home. Because of them, all of these small development companies are popping up.

“When I first got into the industry,” Tallarico continues, “you could build a game with three or four guys in a garage. And that was cool. Some of the great innovations of the late ’80s and early ’90s happened in those garages. Towards the end of the 20th century, it became all about big-budget, 300-person teams. If you wanted to score a game you had to be an A-list composer, working on a triple-A title. Now, we see things coming full circle. With the barrier to entry lowered, it’s a great time for people looking to get into game audio to get their foot in the door. Granted, budgets aren’t as big for these smaller games, but they represent a fantastic opportunity.”

ESSENTIAL RESOURCES

Before you run off and start Googling game companies, here are a few things that’ll streamline your search. The Independent Game Developers Association (idga.org) has chapters all over the world. “IGDA is a non-profit,” Tallarico explains, “and it’s a great place to network and meet up-and-coming game developers, because it’s all about networking. Half of a career in games is talent, and the other half is networking and selling yourself, which is why I’ve been successful — there are composers who can write circles around me. It’s about the networking. That’s how I keep my head above water.”

GANG, or Game Audio Network Guild (audiogang.org), is an organization dedicated to advancing the interests of professional interactive audio developers. It offers resources, tools, job postings, news, and contact lists to its members. Additionally, members have access to white papers, audio system architectures, and business contracts. GANG was founded by Tallarico and a long list of industry luminaries.

You’ll find extensive job listings on gamasutra.com, which also features breaking industry news, and editorial content about every aspect of game development from design and programming to production and publishing written for and by industry pros. Gamasutra.com is by the folks who produce Game Developer magazine and the GDC.

LINEAR VS. INTERACTIVE

It’s been a long time since game audio was bleeps and bloops generated by sound chips. Today, production values rival the best film soundtracks — 5.1 surround, orchestral scores performed by live musicians, state-ofthe- art sound design, and voiceover recorded at 16-bits and 44.1 or 48kHz. Games for cell phones and handheld devices, however, have ushered in a return to MIDI-driven sounds, because smaller files are needed to fit within network bandwidth and device memory limitations.

“For folks coming from film or television,” says Tallarico, “the mindset is that they’re providing an underscore or background music. You know, film and TV is storytelling. It’s all about dialogue. Eighty or 90 percent of what they’re writing is mixed underneath someone talking. The music is a sweetener; it’s a bed, whereas in games it’s the exact opposite. Eighty or 90 percent of what we do is the high-energy action tune. The other 20 percent is underscore for dialogue. Game audio drives the action. We control players’ emotions from the get-go.

“Some film composers will tell you that the best scores are the ones you don’t notice,” Tallarico goes on. “Throw that out the window.” The biggest difference between a film score and a game score is that film scores are linear — as a composer or sound designer you have control over the flow and pacing of your music. Tallarico points out that “even the great John Williams has to sit down with George Lucas who says, ‘Okay, John. At 1:04 the music has to do X, because Darth Vader just walked in. At 4:23, it has to do Y and Z, because the Death Star just blew up.’ And that’s cool, because he has a frame-by-frame map of what happens when. Whereas in games, a designer will come to me and say, ‘Here’s a scenario. A hundred guys on horseback with swords are coming to kick your ass. Write me a three-minute piece of music.’ I can now just envision this battle going on in my head and create music.”

The nature of game play, however, might mean that the scene starts out with 100 guys on horseback, but that 100 could become 50, then 20, then 10, then one, then nobody. As Tallarico puts it, “You’re rewriting the same piece of music for four or five different scenarios.”

Some describe this challenge as a matter of arranging. In much the way that some film composers rely on orchestrators to translate their solo piano score to something a full orchestra records, a game music arranger might re-arrange the same basic piece of music to accommodate a number of different game states — for example, player beating enemy easily, player beating enemy but taking damage, enemy beating player, and so on.

Tallarico finds that orchestral sound libraries help him compose for interactive games. “I can add a female, male, or children’s choir, or all of them,” he explains. “Or I can add Taiko drums or something else. There are so many different layers in orchestral music that when you’re writing for games it’s easy to do that layering. But if you’re writing music with only a threepiece rock band format, where do you go?”

Another path to getting your foot in the door is sound design. While it’s challenging to convey the breadth of your music composition chops in a three-minute demo, it is easy for a producer to hear if you’ve got what it takes to do killer sound effects in a demo that brief.

THE KEYBOARDIST’S ADVANTAGE

One of the recurring comments at the GDC “Audio Boot Camp” sessions was that the vocabulary of “interactive composition” has yet to be defined. That is, there’s no standardized workflow, no standard tool set throughout the industry. Even teams that are working on different titles at the same company use different techniques and different audio engines.

“The great thing,” Tallarico says, “is that keyboard players have the advantage over every other type of musician in the world because of their understanding of technology. Keyboard and synth players are able to get a symphony up and running on their laptop. If this article were in Guitar Player, I’d be telling guitarists to go learn MIDI.”

SOFTWARE TOOLS FOR GAME MUSIC

A lot of game music begins in the same software musicians use for songwriting: Pro Tools, Sonar, Logic, Digital Performer, Cubase, Live, Reason, and so forth. More specialized software tools that focus on the interactive nature of game audio are often proprietary — using them requires a non-disclosure agreement with the game developer (e.g., Microsoft or Sony) that owns them. However, four interactive audio tools are downloadable: AudioKinetic Wwise (audiokinetic.com), Firelight FMOD (fmod.org), Microsoft XACT (msdn.microsoft.com), and SomaTone Casual Audio Design Interface or CADI (somatone.com).

Which system you should learn depends on whom you ask. Tommy Tallarico recommends the Windows-only Wwise. Guy Whitmore of Microsoft mentions all four, but suggests that if you have to pick one, go with FMOD, which runs on both Windows and Mac OS. Learning any of these interactive music systems will let you demo your work to a game producer.

Two other programs it’s good to know are Cycling ’74 Max/MSP and Jitter. These let you roll your own utility, or even full-blown capture-and-record application — a handy skill to have. According to Robi Krauker of Electronic Arts, expansion packs for the hugely succesful The Sims series contain upwards of 50,000 audio assets, many of which are “Simlish” dialogue tracks. Simlish is a made-up language designed to convey emotion without real-world verbal meaning. The team found that recording with Pro Tools was taking too long, so a team member versed in Max/MSP developed a recording application that tied into their in-house workgroup network. They used Jitter to add one vital, missing ingredient: the ability to sync audio to animation.

REQUIRED READING

Aaron Marks’ The Complete Guide to Game Audio (Focal Press), offers an indepth look at composing interactive music for games.

 
 
 
 
 
 
 
 
 
 
 
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