Rachel Simpson is a musician and video game sound designer that has worked over 15 years in the biggest names of the video game industry. From composing video game sound tracks to carefully designing diegetic sound to shape and bring to life a video game. The guest lecture with Simpson gave me a deep understanding of the role of a sound designer inside a video game project, she explained us her path through the industry and described her role across her work experience. She has worked in famous projects such as: Sim Social City, Guitar Hero 5, Peak and Lego AV game.
In the lecture Simpson deconstructed the different roles needed to create the sound for a video game, she explain that the main where: Gameplay SFX, UI Audio, Music composition, Dialogue, Foley and Voice Over implementation. Her work had led her to participate in all those roles across her career and she further explained how of those roles change depending the video game time. She discussed about the two different types of game creation that are Console vs Live. In a console game, there is a set deadline and when that deadline is met the video game is no longer modified or developed. Live games in contrast with console games, never become a final product, new updates and modifications are added to the game in a short a consistent period of time. The sonic resources of video games change depending the type, she gave us the example that when she was working for Sim City, she had to frequently add new SFX for new concepts and ideas added to the game.
Furthermore Simpson talked about the different softwares and tool she has used and learn to create the games. She explained that at the start her work was made in DAW’s and then the audio was exported and added to the video game script by another engineer. After more experience in the field Simpson had to learn tools such as Wwise, FMod, XML and Unity to have a greater control in the development of the soundscape of the game. Sound in video games work as a library, when a specific moment in the narrative of the game happens, a specific sound of the library is triggered to fit the correct scene. Simpson explained that to work in the medium a relevant amount of knowledge in code and digital technology is needed to meet the needs of the game.
Currently Simpson has faced the challenged of doing less commercial works, video games that have an artistic and experimental objective instead of entertainment. She is currently working in a VR game that is going to be dedicated for people in the autism spectrum, this game will have as purpose to help them explore their condition, finding new ways for them to perceive the world. This game is a challenge for Simpson because the game will utilised ambisonic, a format that models a 3D perception of sound. This model opens up sound to a more interactive way, narrowing video game experience more similar to real life.
I found this lecture of great help because it gave me a perspective in how the industry works and what are the tools used in it. As I might later in life indulge in the creation of games I found it adequate to start researching the different aspect of video game sounds. A concept that I had not seen before was UI Sounds, that stand for user interface sounds meaning all the little sound effects that are triggered when the menu settings are selected and modified. I’ve never thought about those sounds as an aesthetically resource of a game, but know reflecting on it I think UI sounds are a great tool to characterise a game and make it become unique. I found the following video that gives a good explanation of UI sounds and gives a description to how to create these sounds.