SPECIAL THANKS:

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

SONIC COLLEGE / JANUARY 2020

GAME AUDIO PIPELINES

    

CREDITS: STUDENT

This is my bachelors project from Sonic College, made in collaboration with Jeppe Emil Lindskov.

PROJECT INFO:

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.

Blobs

Omnigame

Casino Game

Rollers

Omnigame

Casino Game

Blackjack

Omnigame

Casino Game

Garden of Pets

Omnigame

Casino Game

Safari Snap

Omnigame

Casino Game

Savannah

Omnigame

Casino Game

Dragonhaven

Omnigame

Casino Game

Rainforest Rollers

Omnigame

Casino Game

Forgotlings

ThroughLine Games

Video Game

Kinisia

ThroughLine Games

VR Game

Dynamic Reflection System

Personal Project

Work in progress

Game Audio Pipelines

Sonic College

Bachelors Project

Magic in C

Ludum Dare 46

Game Jam

Evolutionary Platformer

Level One: JAM

Game Jam

CMYK

GMTK2019

Game Jam

Interaction & Immersion in Video games

Aarhus University

Bachelors Project

Silence and Swords

National film school of Denmark

Documentary

Soy No Soy

Beofilm

Short Film

Hypocondriac Health Club

KADK

Short Film

Abu Adnan

18 Frames

Short Film

Hey, I’m Mads.

I am a generalist sound designer from Denmark, specialised in game audio, with a passion for technical sound design and developing audio processes and pipelines.

I have 5+ years professional experience in game development as a sound designer, working on a broad range of games and platforms including indie, VR, mobile and casino games.
I am experienced in using industry standard game engines, middleware and DAWs, including Unity, Unreal, PixiJS, Wwise, FMOD, Reaper and Pro Tools.
My interest in technical sound design and tools development has lead me to learn programming in C#, C++ and JavaScript.

When I’m not working I like to spend time with my friends and family, go to the gym and care for my plants.

Feel free to message me through my social platforms or write me an email at contact@madsriddersholm.com

CONTACT INFORMATION

Mads Vesterager Riddersholm
contact@madsriddersholm.com
Copenhagen, Denmark
+45 40 58 16 67