It allows the end user to have this great, immersive experience. We actually went and recorded real things. We don’t make a computer-generated version of something, like the graphics. The audio team has a great opportunity, because everything for us is real. We’ve spent a lot of time-a huge part of our process is going out and recording real sounds. Or they’re difficult to get our hands on and record. That becomes tricky sometimes, because some of those vehicles – planes, tanks – they exist, but not all of them run anymore. The challenge for us was to capture those an authentically reproduce them for the audience. This game presented a totally new challenge, because these are things that exist – real tanks, real planes, real weapons. For those games, as a sound designer, it’s an interesting challenge, because you’re making sounds for things that don’t exist. This is a bit of a shift for the team after working on Advanced Warfare. ![]() David Swenson: Just to walk you through a bit of our process, it’s been interesting working on a WWII game.
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