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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

76<br />

U L T I M A T E G A M E D E S I G N<br />

characters and universes like Scooby Doo or Star Wars. If you are going to record character<br />

dialogue using actors’ voices, your in-<strong>game</strong> character dialogue better be ready<br />

and tested. You might only get one chance to get the dialogue you need, and you might<br />

have 30 minutes to do it.<br />

Pushing <strong>Game</strong> Audio Further<br />

We all probably have a pretty good idea how audio is used commonly in <strong>game</strong>s. New<br />

standards and technologies are pushing <strong>game</strong> audio further. <strong>Game</strong> publishers really<br />

only start supporting features and functionality after they are present in a large number<br />

of players’ homes. These days, some <strong>game</strong> audio is Dolby-encoded for expanded stereo<br />

and surround-sound setups, but the enthusiasts who have such setups constitute a<br />

small subset of the general gaming audience. Hence, it’s hard to make the argument to<br />

a <strong>game</strong> publisher that this kind of support is necessary or is a competitive advantage.<br />

Huge areas of <strong>game</strong> audio possibility remain commercially unexplored. Putting a<br />

cricket sound in a scene is one thing, but attaching a sound to a missile ripping by the<br />

player’s head that creates real positional audio feedback for the player is an exciting<br />

and almost entirely untapped area of <strong>game</strong> sound development.<br />

Doppler shift, the rise in pitch frequency as an audio source approaches and its immediate<br />

lowering in frequency as soon as it passes (think of an ambulance whizzing<br />

by you), can be modeled in <strong>game</strong> scenes. Quite honestly, though, construction tools<br />

are only starting to get this sophisticated. SoundMAX (www.audiofor<strong>game</strong>s.com) is<br />

trying to change this scenario. Plus, many of the most interesting audio phenomena<br />

would require the player to use headphones. Many players simply don’t wear them<br />

when playing.<br />

Many environmental designers are excited by the possibilities for positional audio,<br />

and are just starting to explore these avenues. Implementing innovative audio<br />

and using audio in <strong>game</strong>s in new ways becomes, yet again, primarily a software tools<br />

issue. It is a content-innovation issue. <strong>Game</strong> programmers routinely have plenty to<br />

deal with in coding and expanding state-of-the-art <strong>game</strong> engines and toolsets. Only<br />

fairly recently have the tools become powerful enough to allow developers who are<br />

focused on <strong>game</strong> content alone to be able to experiment to a greater degree than was<br />

previously possible.<br />

D ESIGN TOOLS SHIFT<br />

Developing lighting, texturing, particles, and audio for <strong>game</strong>s means more than cre<br />

ating these particular assets in commercial 3-D packages. It isn’t just a matter of writing

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