In the last ten years video games have become the fastest growing area of the entertainment industry. With their franchise rights among the most sought-after properties in Hollywood , and profit margins that rival blockbuster films, video games are attracting more attention and better talent than ever before.
Yet, despite record-breaking sales and loyal fans, most video games still lack the prestige afforded feature films among people in the entertainment industry. While there is increasing respect for video games, the artistic value of games is still questioned by people who continue to see them as just that – games. “It’s considered sort of the bastard step-child,” says Nick Peck, “It’s still not as cool.”
Sound Catches Up with Visuals
Peck, who is currently Supervisor of Video Game Audio for George Lucas’ Skywalker Sound , spoke recently to VFS Sound Design students. His twelve year career has included working as Sound Supervisor at Lucasarts , and as Lead Sound Designer on the films Adaptation and Being John Malkovich. Peck’s video game credits include nearly ten Star Wars games, Secret Weapons Over Normandy, Indiana Jones and the Emperor’s Tomb, and most recently, Star Wars Episode III: Revenge of the Sith.
According to Peck, the look of video games has been revolutionized by the introduction of digital animation. But as animation has become more sophisticated, the quality of sound has only now begun catching up. Much like the film industry, most game companies treat sound design as an afterthought, investing heavily in the visuals, and leaving tight budgets, as well as tight time constraints, for sound.
But as video games continue to propel the entertainment industry forward, there is a push for games to become more cinematic. The use of Linear Cineractive Elements – the short movies interspersed between levels of game play – is part of a trend toward higher production values. Meanwhile, more memory is being dedicated for sound in video games, allowing sound designers to match the richness of the visuals. “Games are going Hollywood ,” Peck said.
The Future is Foley
For Peck, the real future of game audio lies in the addition of Foley. Foley is the process of capturing the sound of everything you see on screen. The introduction of Foley to game audio creates a more complex sound experience which captures increasingly realistic human sounds.
“If you are operating a person, and you are moving him around in a first-person-shooter game, it’s extremely important to be able to reinforce the illusion by having the armour jingling and the gun jingling, the right sound of boots on the hard crunching snow,” Peck said, highlighting the significance of being able to add to games the details and nuance of sound.
While Peck stressed the importance for aspiring sound designers of improving their technical proficiency, he also emphasized the need to build relationships with people in the industry. Admitting that all of his work has developed through his existing relationships, Peck advised students to keep knocking on doors, even when they appear to be closed, adding, “Keep learning, keep trying new things, keep meeting people.”
Still, Peck was careful to remind students that connections will get you in the door, but only your skills will get you the job. “If you have programming and aesthetic [skills] you are the holy grail for game companies,” Peck said.