
A big thanks to all our interviewees. This thesis would not have been possible without their help.
Ben Minto – Audio Director at DICE
Gustav Rathsman – Sound Designer at DICE
Guy Somberg – Lead & Audio Programmer at Echtra
Jonas Breum Jensen – Lead Sound Designer at IO Interactive
Lydia Andrews – Audio Director at Ubisoft Quebec City Studio
Rob Bridget – Audio Director at EIDOS Montreal
Stephen Hodde – Audio Director at PolyArc
Game Audio Pipelines
Bachelors Project from Sonic College, made in collaboration with Jeppe Emil Lindskov.
January 2020
This thesis aims to provide the reader with an understanding of the importance of designing a game audio pipeline and how to create a pipeline, that streamlines and optimizes workflow and game audio implementation. To do this, an examination of the various elements that goes into creating a pipeline and what considerations to take into account, is made. This information is then exemplified in a case study of a third person adventure game. The game is treated as a prototype in pre-production and aims to showcase how a pipeline could be designed. This includes various pipeline and implementation tools, designed with the case study in mind.
The thesis concludes that there is no universal answer to building a pipeline, but that it is important to be aware of how you are working, what steps you need to go through and then find ways to improve upon it. Building a pipeline is a question of organizing, outlining and testing, with the purpose of providing higher planning stability. It is impossible to prepare for every situation, which is why the importance of having game audio be part of the pre-production phase of game development is being argued. Pre-production is the initial phase of production and deciding upon apipeline this early and keeping it consistent through production is vital. It will make problem solving easier and create more room for creativity.
The thesis is based primarily upon interviews with various game audio directors andgame audio professionals. The reason for this is the value of expertise on the subjectthese individuals have been able to provide us and the limited pre-existent materialavailable on the subject.
The thesis concludes that there is no universal answer to building a pipeline, but that it is important to be aware of how you are working, what steps you need to go through and then find ways to improve upon it. Building a pipeline is a question of organizing, outlining and testing, with the purpose of providing higher planning stability. It is impossible to prepare for every situation, which is why the importance of having game audio be part of the pre-production phase of game development is being argued. Pre-production is the initial phase of production and deciding upon apipeline this early and keeping it consistent through production is vital. It will make problem solving easier and create more room for creativity.
The thesis is based primarily upon interviews with various game audio directors andgame audio professionals. The reason for this is the value of expertise on the subjectthese individuals have been able to provide us and the limited pre-existent materialavailable on the subject.
Magic In C
Ludum Dare 46
Video Game
Dynamic Reflection System
Personal Project
Video Game
Game Audio Pipelines
Sonic College
Bachelor Project
Silence and Swords
National Film School of Denmark
Documentary
Evolutionary Platformer
Level One: JAM
Video Game
Factory
Sonic College
Ambient Soundtrack
CMYK
GMTK2019
Video Game
Soy No Soy
Beofilm
Short Film
HMAYWTS
Ludum Dare 43
Video Game
Sakura
Alakajam #4
Video Game
Christian Linder
Sonic College
Podcast
The Hypocondriac Health Club
KADK
Short Film
Tremmer, Håb & Kærlighed
Sonic College
Podcast
Decide
Sonic College
Video Game
The Forest
Sonic College
Video Game
Over N Out
KBH Film & Foto
Short Film
Algalons Kube
Sonic College
Interactive Design
Walk Towards The Light
Sonic College
Video Game
Abu Adnan
18 Frames
Short Film
Interaction & Immersion in Video games
Aarhus University
Bachelor Project