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BioWare taking pointers from DICE on ME3 Gun Audio FX


4 réponses à ce sujet

#1
Pwener2313

Pwener2313
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Not much, but worth to know nonetheless: http://www.g4tv.com/...help-from-dice/

Modifié par Pwener2313, 26 avril 2011 - 04:13 .


#2
Rob Blake

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Just to clarify, DICE aren't working on ME3 audio. We had some chats with them about how they approach their weapon audio design and we've done some asset and knowledge sharing. They've been super helpful and are great guys, but it's inaccurate to state that they're working on the audio content in any way.

We make incredible different games and our discussions really highlighted those differences. However, it's been really interesting speaking to different studios to see how they approach combat audio and we've already done considerable work to make the game sound much better :) I'm super excited about how the end result will sound!

Thanks!

#3
Rob Blake

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Yeah, we had surface typed bullet impacts in ME2. As with everything else, we'll be enhancing them for ME3.

We've been making iterative steps with our audio for a few games now and I think ME3 is going to be the one where we really shine. We're finally not switching audio engines like we did on ME1, DAO, ME2 and DA2... so instead we're spending our time making it sound really awesome in a system we already know, rather than reinventing the wheel again. Good times! :)

#4
Rob Blake

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Ha ha, you'll have to get that out of Christina or one of the gameplay folks... I'm not sure what info they're divulging at this point. Me on the other hand... I can't seem to stop blabbering on here :D

#5
Rob Blake

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Yeah, the non-player weapons are getting a complete overhaul as well, the results make the combat feel so much more 'real' and satisfying.

That was a great interview about Brink, I've been looking forward to it for a while :) Most of the things mentioned in there are pretty common nowadays and we've already implemented similar systems. We actually have some very cutting edge audio systems in ME3 that (as far as I'm aware) have never been done before.. but I'm not allowed to talk about it just yet.

The biggest difference between game audio nowadays is less to do with the tech and more to do with what you do with it and the content you use... we're almost at a stage where the tech isn't the barrier to great sounding games anymore, so it's up to us to make the most of it. You can be sure we're working our butts off to make it as great as possible for you guys! :)

Modifié par Rob Blake, 26 avril 2011 - 06:02 .