MPSE Wavelength

Fall 2024

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76 M PS E . O R G knew we were onto something when Intihar messaged me asking, "How long till we get this in-game?" What is the overall timeline for completing the audio for a game like Marvel's Spider-Man 2? Can you break down some of the phases of the audio production process? How do you manage deadlines and milestones within the audio team, and what are some key factors that influence the timeline? Jesse Allen: The scale of this project was unprecedented; we gave a very in-depth GDC presentation around this watershed moment in leading our team through the complexities. You can find the talk in its entirety here: GDC Vault—https:// gdcvault.com/play/1034393/A- Sound-Strategy-Audio-Project Step 1: Clarify roles and responsibilities. We provided a simple guide of roles and responsibilities to help our sound designers navigate the questions they may face on the day-to-day. It should be noted that traditionally in the game industry, an audio director fulfills both creative and admin roles. Insomniac Games is a bit unique in that audio directors primarily focused on the creative aspects, while the managers primarily coordinated all logistics and planning. Within that, each manager focused on a specific part of the admin such as Jira, mix tracking, or dialogue logistics. There was no leader per se; we were like a band, each of us played collectively as one. Step 2: Establish a visible plan for all. We built a very detailed project mix tracker. This was established by working with project management combined with our knowledge of past development cycles for audio. We planned this project from the back forward, a strategy not only helpful for audio but for the whole project as well. Step 3: Raise our presence. Audio is often forgotten by upstream teams and a bit enigmatic by nature to most other disciplines. We consciously decided to be proactive and transparent on schedule and design intent, so much so that we had our own time slot in the weekly development team meetings to present stats and missions on the mix stage. We hyped the concept of a Hollywood mix stage to give context to the significance of finalizing audio for missions. This changed the way the rest of the development team perceived us. We had a voice, we had a presence, and now we were part of the bigger picture in the minds of all. Step 4: Review and enumerate often. Similar to the concept of Hollywood dailies, there would be a full playthrough of each mission several times a week by designers or directors. These videos would be posted on an internal server that allowed us to add notes with specific timecodes that with a click, could easily be converted to Jira tasks. Once each department reviewed and entered notes, we would sign off on a central tracking document. Department managers then held 1:1s with sound designers to clarify notes, establish priorities and provide design intent. Step 5: Rethink Jira project tracking To some in the game development industry, Jira often feels very arbitrary and disconnected from the creative process. We decided to put more focus on time estimates and time capacity, not task numbers; this would prove to be one of our best decisions. It helped with scope and provided a greatly improved work-life balance for all sound designers. We closed 12,488 Jira audio tasks and crossed gold (final) with less than 1% margin of error. We sustained 13 of the most critical weeks, well below the trendline. As far as project management for audio, in the end, we defined a new gold standard to operate with. Marvel's Spider-Man 2 stands as a shining example of what can be achieved when technology, creativity, and teamwork sync up perfectly. The game reminds us that sound is not just an accompaniment but a vital force that shapes our perceptions, fuels our emotions, and transports us into the heart of the action. As players swing through the vibrant streets of New York City, they are not just witnessing the story unfold— they are living it, thanks in large part to the extraordinary sound design that breathes life into every corner of this iconic world. The accolades and awards garnered by the sound team are well-deserved, but perhaps the greatest reward is the lasting impact their work will have on players, inspiring future generations of sound designers to push the boundaries of what is possible.

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