0 A.D. Audio Development I signed on as Sound Designer for this Historical RTS currently in production at WildFireGames called 0 A.D. ("zero ay-dee") in March of 2005.
If this is your first time here, you can start at the beginning, and then work your way forward though the archive links. -------------------------------------------------------
Monday, May 16, 2005
Sound Design Doc moving forward
Altogether the pre-dev on this is starting to wrap a bit.

Here's an excerpted example of the spreadsheet currently used to communicate audio file detail and implementation specifics:


Decisions have been made as to how to handle file randomization, priorities, intensities, and various concepts are being tossed around regarding how to hande the scaling of entites/sources.
Also added is a Folder tree hierarchy that dictates, based on the spreadsheet, where sounds should be placed in the sound folder for the game.

Still on the plate are the integration of EAX effects in non-standard ways, a more comprehensive naming standard, samples & screens to illustrate audio concepts, voice asset round-up, and hiring staff to the audio dept. for sfx creation.

From the audio asset spreadsheet, there are currently over 700 expected unique sound effects for the game.
It's a big list, and will require many talented sound effect wizards to complete...look out for a job posting in the future.

Thanks for following, I'll try to get more meat in the next update.



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