Monthly Archives: November 2014


It is very interesting to see how everything works together here. It is so different than the academic world. There are people here who have been doing this for 20 years working alongside people like me who are just getting started. You don’t always get those opportunities when working with students. Even though we still have our hiccups here, the collective experience of the team absorbs any problems with far greater efficiency than a group of students being thrown to the wolves Hunger Games style. Don’t get me wrong, you can learn a lot in the Hunger Games style, but I’m glad that I get to learn from such a diverse group of experienced professionals to compliment what I was able to learn at the University of Utah.

Lack of Transparency

Over the last sprint we, as an audio team, were able to put together a system that controls the audio of the character animations in the game. This system will hopefully improve the intelligibility of the characters by focusing on what is in the middle of the screen and controlling which characters can be heard over the other ones based on their priority (I think that covers it without saying too much about the game. I’ve really got to be careful about choosing the appropriate level of vagueness). We got some help from the engineers in order to implement it, but the system we built was met with a decent reception. In fact, I was nominated for sprint MVP for designing and creating the system in FMOD. Not bad for my first sprint here. I doubt it will happen again for some time though. I’m usually pretty good at fading into the background. We’ll see if I can avoid that as much as possible.

From Basement to AAA

Well, nothing has blown up yet. I’m slowly getting up to speed about the game and the way everything and everybody works around here. As I said last week, I have never worked on a team this large. I think there are about 80 people total working on this game. I’ve worked by myself in my basement for the last 3 years or so, so even just having someone else in the same room as me is a change. I think I’m finally getting a hang of the game now and I’ve got some ideas on how to make the audio more responsive to the game so that the player can enjoy it without being distracted by how the game audio was implemented. I’m super glad that I was able to go to GameSoundCon because I am using every ounce of FMOD knowledge that I learned there. A little bit of serendipity goes a long way.

Jumping In

All right, this was my first week working on a AAA game at a AAA studio. I have to say up front that I can’t go into detail about exactly what I’m working on due to the non-disclosure agreement, but I will try to detail my experiences working with new people in a new situation. This week I mostly got my computer up and running. I have a lot of software that I haven’t used before, but that I am confident I will learn quickly, like Sony Vegas, Sound Forge, Basehead and so on. I’ve used and am certified in a whole slew of audio software and thus feel confident in my ability to learn these quickly. I also have a lot of software that I haven’t used before that may take more time to learn than the other stuff. Mostly I see myself having trouble working with the version control software, Git (with SourceTree as the front-end) and Perforce. I’ve never used either one before, nor have I worked on such a big team before. It will be interesting to see if I make anything blow up over the next few weeks. Hope not.