Engines of Creation: Informative Vs Instructional Sound
summary
Distills when sound must instruct versus merely inform, with concrete studio practices and hard limits. Uses a three-mic footstep rig (salted pallet, buckled boots) to localize players, ties weapon tails to elevation in Nine to Five, and warns of a runtime 156 voice limit that forces baking: original multi‑element gunshots collapse to a baked gunshot to five voices. Shows diegetic vs non‑diegetic routing, priority/conductor systems, and real multiplayer pitfalls like birds revealing all players.
AI-written summary · about
chapters (10)
- 0:00Welcome
- 2:32Instructional vs informative sounds
- 8:20Diegetic vs non-diegetic sound
- 12:19Sound in game narrative
- 17:07Examples in games
- 22:06Why sound design matters
- 26:59Sound design problems and fixes
- 31:57Creative audio design
- 34:24Red Hill Games hiring
- 36:31Q&A
related talks
29mIntroduction to game audio
11mSound Design
42mExploring the sonic possibilities in sci-fi with Dome Keeper
57mThe Elements, Language, and Integration of Music Storytelling in Games
51mDon't Silence Your Game! The Critical Influence of Sound in Games
01h 03mOne Man Band AAAudio Department
46mProcedural Foley for a Cinematic Sound.
01h 03mNavigating 50 Years of Evolution in Interactive Audio
