Post Magazine

December 2012

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AUDIO OUTLOOK Sounds GOOD There have been some exciting changes in BY JE NNIFE R WALDE N the audio post industry. In 2012, we had the introduction of 3D audio systems for feature films, such as Dolby���s Atmos on Brave and Barco���s Auro-3D on Red Tails. We���ve seen several new devices able to run applications and mobile games. And in December, the implementation of the CALM Act for TV spec. These four audio post pros, from films, television, commercials and games, share their 2012 experiences, and take a look at the year ahead. KRISTEN QUEBE Sound Supervisor Microsoft Game Studios www.microsoft.com/en-us/ productionstudios Redmond, WA Microsoft Game Studios creates games and interactive content for Xbox and Xbox 360 consoles, and for Windows PCs and Windows phone platforms. Recent work is Fable III, and past projects include Condemned 2, F.E.A.R. and Fable II. STRENGTHS: ���I think there���s a lot of opportunity in game audio, particularly because it���s such an interactive media. We are continually developing technology in ways to build systems in games. There is still a lot of room for growth in that area. I feel like the better technology gets, the more we can do. We used to have more limitations put on us, and now I feel like we���re starting to be able to build bigger and think bigger.��� WEAKNESSES: ���The games industry is still one of the newer ones, if you look at the history of it. We are still building on how we build games, and we are still learning how to schedule and plan. Because games involve such a dynamic group of people building something together, there are a lot of dependencies. There is a lot of time crunch in the games industry and we end up working long and hard hours. In terms of game audio, a challenge would be the mix. ���In doing more linear audio production work, and other media like film, they can preemptively plan for things and have a lot more control over their mix than we do. That is a huge challenge that we are learning to overcome. In games, we don���t know when things are about to happen. In film, you know when a moment is going to be big so you can build in a quiet moment before that event happens. That doesn���t always happen with games. We don���t always have that granular level of control.��� 42 OPPORTUNITIES: ���The industry as a whole has proven itself to be a viable entertainment media. I think for people who like challenges, especially interactive challenges, there is a lot opportunity in the games industry. The game audio industry has a lot of people who know each other. It���s smaller than I like to think it is, but there is still room for new people. We hire constantly, and I believe that games are growing. And while it���s changing, and the market is changing, I do think it has proven itself as a viable career option. So there is opportunity for people looking to get into the game audio industry.��� THREATS: ���The threat is not being adaptable. If we aren���t adapt- Post���������December���2012��� www.postmagazine.com Microsoft Game Studios worked on Fable: The Journey. able to markets that are changing, or looking at new markets, say, casual games, for instance, that is a threat. We need to be adaptable in what we���re building, and who we are building for. As long as the industry as a whole is constantly looking at that, then I think we���ll be ok.��� OUTLOOK FOR 2013: ���We go through the usual cycles, where our summer is crunched to hit holidays, because holidays are when the majority of big titles come out. I think you���re going to see a lot of big titles come out. We���re seeing new areas in media expansion in consoles, and a lot more applications on consoles. I wouldn���t be surprised if that provides a lot of opportunity in the future. We work on a lot of console games, but we are also focusing on smaller mobile games, and tablet games. For games in general, I think you���re going to see them spread out to a wider audience. I think you���ll see more growth for games across the various devices.���

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