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The Sound Design of Splinter Cell: Conviction


from the sound of running water and

from the sound of running water and footsteps around the corner sound

footsteps around the corner sound

footsteps around the corner sound effects in a videogame are key to the

effects in a videogame are key to the

effects in a videogame are key to the interactive experience hi I’m Joyce

interactive experience hi I’m Joyce

interactive experience hi I’m Joyce ritzy and welcome to watchmojo.com today

ritzy and welcome to watchmojo.com today

ritzy and welcome to watchmojo.com today we’ll be learning about the production

we’ll be learning about the production

we’ll be learning about the production and use of authentic and ambient sounds

and use of authentic and ambient sounds

and use of authentic and ambient sounds in Ubisoft’s Splinter Cell Conviction as

in Ubisoft’s Splinter Cell Conviction as

in Ubisoft’s Splinter Cell Conviction as lead audio designer what exactly was

lead audio designer what exactly was

lead audio designer what exactly was your role in developing the game Morrow

your role in developing the game Morrow

your role in developing the game Morrow basically is to manage all the audio

basically is to manage all the audio

basically is to manage all the audio assets starting from the design of the

assets starting from the design of the

assets starting from the design of the systems that are going to play the

systems that are going to play the

systems that are going to play the sounds having also to clarify the voice

sounds having also to clarify the voice

sounds having also to clarify the voice recordings all that stuff the Foley also

recordings all that stuff the Foley also

recordings all that stuff the Foley also what importance that sound effects and

what importance that sound effects and

what importance that sound effects and ambience play within the gaming

ambience play within the gaming

ambience play within the gaming experience some sounds like ambiences

experience some sounds like ambiences

experience some sounds like ambiences are going to be more for the immersion

are going to be more for the immersion

are going to be more for the immersion so the player feels really in the

so the player feels really in the

so the player feels really in the location the voices gives a lot of

location the voices gives a lot of

location the voices gives a lot of indication to the players so where are

indication to the players so where are

indication to the players so where are the bad guys if I hear it in the in the

the bad guys if I hear it in the in the

the bad guys if I hear it in the in the rear speaker I know someone bad is

rear speaker I know someone bad is

rear speaker I know someone bad is coming there

what would you say sets conviction apart

what would you say sets conviction apart from other games conviction is a really

from other games conviction is a really

from other games conviction is a really realistic game so we treated the voices

realistic game so we treated the voices

realistic game so we treated the voices in that way we didn’t want to sound a

in that way we didn’t want to sound a

in that way we didn’t want to sound a cartoony or exaggerated so we had a

cartoony or exaggerated so we had a

cartoony or exaggerated so we had a balance between your very stress you

balance between your very stress you

balance between your very stress you need to shout elite soldiers really

need to shout elite soldiers really

need to shout elite soldiers really professionals and so they need to be a

professionals and so they need to be a

professionals and so they need to be a little bit more calm it’s gotta be the

little bit more calm it’s gotta be the

little bit more calm it’s gotta be the spot where the tunnel runs close to the

spot where the tunnel runs close to the

spot where the tunnel runs close to the old bugger and some of the in pieces

old bugger and some of the in pieces

old bugger and some of the in pieces which are more thugs or bums get more

which are more thugs or bums get more

which are more thugs or bums get more excited and panic more what is the

excited and panic more what is the

excited and panic more what is the process like when sinking the voice over

process like when sinking the voice over

process like when sinking the voice over dialogue with the animation most of the

dialogue with the animation most of the

dialogue with the animation most of the voices are in the AI category basically

voices are in the AI category basically

voices are in the AI category basically NPCs that are looking for you so there’s

NPCs that are looking for you so there’s

NPCs that are looking for you so there’s just one sentence or just what we call a

just one sentence or just what we call a

just one sentence or just what we call a bark so for that it will be no sing to

bark so for that it will be no sing to

bark so for that it will be no sing to the image because they’re too far away

the image because they’re too far away

the image because they’re too far away so we have basic animations for there

so we have basic animations for there

so we have basic animations for there the sync the synchronization process is

the sync the synchronization process is

the sync the synchronization process is more implied in the scripted events or

more implied in the scripted events or

more implied in the scripted events or the cinematics who film or ignore where

the cinematics who film or ignore where

the cinematics who film or ignore where we have to wait usually for the

we have to wait usually for the

we have to wait usually for the animations to be there so the actor can

animations to be there so the actor can

animations to be there so the actor can look at the screen and sync what were

look at the screen and sync what were

look at the screen and sync what were some of the technical challenges that

some of the technical challenges that

some of the technical challenges that you encounter with this game the first

you encounter with this game the first

you encounter with this game the first one was the voices we recorded during

one was the voices we recorded during

one was the voices we recorded during mocap that was a test and internet to be

mocap that was a test and internet to be

mocap that was a test and internet to be very very good even if you lose a little

very very good even if you lose a little

very very good even if you lose a little bit of sound quality during the

bit of sound quality during the

bit of sound quality during the recording process the realistic feeling

recording process the realistic feeling

recording process the realistic feeling is so much more there than if you record

is so much more there than if you record

is so much more there than if you record an actor alone

an actor alone

an actor alone that’s what you always say and I’ve

that’s what you always say and I’ve

that’s what you always say and I’ve never run thank you very much

never run thank you very much

never run thank you very much you have come

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