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Foley For Games

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Sound attached to player or character camera. 3) Foley Artist ... Taller Walls. Line the inner walls with acoustic rubber. Heavier construction. Larger size ... – PowerPoint PPT presentation

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Title: Foley For Games


1
Foley For Games
  • Mark Petty
  • Gearbox Software

2
Outsourcing vs. In House
  • Factors in this decision
  • 1) Player Foley
  • Revisions to the animations throughout the
    project
  • Footsteps
  • Equip / Switch weapons
  • Wall hop / Dig In
  • Move Orders
  • 2) Cut Scenes Decisions
  • Iterations
  • Perspective
  • Stereo vs. Mono
  • Sound attached to player or character camera
  • 3) Foley Artist
  • Using in house mocap staff as a solution

3
Foley Pit Construction
  • 1) What am I going to use this pit for?
  • Footsteps
  • Short walls ( Reduces resonance )
  • Smaller pit ( Need length not width )
  • Because footsteps involve close mic techniques
    the resonance of the pit becomes a big factor.
    Keeping the footstep surface close to flush with
    the wall height eliminates this issue.
  • Wet Foley
  • Taller Walls
  • Line the inner walls with acoustic rubber
  • Heavier construction
  • Larger size
  • 2) Pit Example
  • Dimensions and Materials
  • 3ft. X 3ft. X 11in.
  • 1.5in. Thick walls
  • 1/8in. Acoustic rubber lined

4
Content Creation
  • 1) Multiple Mic Setup / Flexibility
  • Creates different perspectives
  • Mono / Stereo
  • Close / Distant
  • Using mic characteristics to capture different
    aspects of the same source.
  • Reduces the need for processing
  • Being able to change the relationship between the
    mic positions reduces the need for filtering and
    processing to create different perspectives.
  • Increases Iteration speed
  • Content creation and the way that it translates
    in game aren't always the same.
  • Having the flexibility of changing the foley
    perspective for the player by adjusting the mix
    of mic positions reduces the time spent
    rerecording.
  • Individual elements can be extracted and used for
    other content.

5
  • 2) Content Cleanup
  • Processing
  • Compander (Sonalksis CQ1)
  • Frequency dependant gating
  • 3) Reverb
  • IR reverbs
  • TL space (Trillium Labs)
  • IR (Waves)

6
Implementation
  • 1) Player Foley
  • Center Channel Usage
  • 2) Cutscenes
  • Attaching foley to the camera or animation
  • Distracting from camera focus
  • Is foley needed
  • Head relative, Center channel or Pan
  • Breaking up files to accommodate iterations
  • This also applies to the recording process
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