Beauty of Annihilation

Tuesday, April 21, 2009

F.A.Q. & Freeform Comments

Here are the answers to the most frequently asked questions I get here...or in person.

If you have any other questions, feedback, or have topics you would like me to blog about, just fill out the comments section below. I'll be adding to this as things come up, or as I have time to. Feel free to post. -- Tuey

1. How did you get into the game industry?

This is probably the question I get the most often. I was really lucky. I started out as a game designer at a small company in Los Angeles (Gigawatt Studios), working mainly on kids titles. It was an awesome little place for me to learn the basics of good design, not to mention lots of learning about how game technology works, from programming to art pipelines. Its really paid off for my career to know the basics of everything. As you can tell, I switched careers from game design, and got into Sound Design. I mainly did this because I always felt there was something missing because audio typically doesn't get the time or attention that it needs.

Audio is far more than about things making sound. Its the emotional connection to the player that's really important. Sound gives guns power, it gives walk animations weight, and it gives a cinematic soul. I don't think in today's games you can have a true AAA title with bad sound, and moving forward, games are only going to be more complex.

2. How can I get into the game industry?

I think the first thing is to really get into scripting or programming first. Even if you want to design games, you MUST have an understanding of how games are made. Games aren't only about good ideas. They are about good implementation of good ideas. So, even if you don't want to be a programmer, you should have a basic understanding of programming so you know what the limitations are.

Even the best artists that I've known have a technical side. Without this, you cannot exploit the hardware as much as you need to in order to produce true AAA titles.

So, all that said, go to college and take some programming classes. Learn about the world. Take history. Take Art classes. A good game designer usually needs to have a lot of knowledge to pull from when creating new games. The more the better. Playing games is also important, of course, but if all of your ideas only riff off of other games then your ideas also must be derivative. Many colleges are offering game courses these days. Full Sail being one of them.

Another way is to get into game testing and try to make friends with people on the development side...but typically this is a difficult way to go, and game testing, while necessary, is a very difficult job for many reasons that I don't want to get into here. I have known a few really good game designers that came through this way, but both of them were also avid readers and were willing to learn a lot of technical things, often in their 'spare' time. Its possible, but difficult.

Usually coming up through test creates game producers (but not always). Producers are the the most organized people I've ever run across (for the most part), and they do all kinds of things to ensure that each department finishes features (or maps) according to rigid schedules.

Bottom line is this: Game development is the only job I can imagine having, but its not all fun and games. Its a business, and like all businesses, there are deadlines and hard work, all to put out a product, on time, and on budget.

3. What's the best sounding game you've played?

This one is easy. Half Life 2. Why? Because it was ahead of its time in a lot of ways. Things like a wet\dry reverb layer based on distance, really gives you the impression of space. They also did a lot of filtering on distant objects, things we riffed on in World at War.

But aside from all the technical stuff, the sound design in that game is absolutely amazing. Just knowing you killed a combine without having to look at him is awesome in and of itself (you remember the heart monitor flatline sound, right)? The weapon sounds are great, the mix is damned near perfect, and the acting is top notch.

I have to say that I thought HL2: Episode One was a little bit of a setback, mainly due to the music being way too loud...but HL2: Episode 2 got it perfect again.

Mixing is truly an artform. I think there should be separate categories in the yearly awards because I've heard a lot of games that have amazing sound design, but poor mixing (and vice versa). Its easy to have one and not the other.

One guy who's got this whole mixing thing down is Mark Ganus at Infinity Ward. Call of Duty 4 is one of the best mixed games I've ever heard. I have a lot of respect for what that guy does.

18 comments:

paul said...

i am in college right now doing 2 years of level design and other misc but i didn't understand why you would need to take history.
maybe thats specific for what your doing( for example making cod) but say for instance i wanted to make a game set in the future would history really be that important?

hears a question, whats your gamertag? :P

Brian Tuey said...

Sure its important...you can take a lot of influence from things that have happened in the past in order to build a believable future.

The more things you learn about, the more things you'll have to draw inspiration from when you are trying to create.

One of the first questions my first interviewer asked me was, "do you read a lot"...and then "what are you reading?". I didn't know why he wanted to know that back then, but after 10 years of doing this, I completely understand it now!

At any rate, the point wasn't really about taking history specifically, it was just some advice to go learn about a lot of different things because you'll end up using more than you may realize.

paul said...

true i suppose a little knowledge will go a long way.

Jed A said...

how can i get into the games industry Tuey !!! do i have to write that notetracker :P

Brian Tuey said...

You'd have to pay to get in, Jed ;)

Jed A said...

cry face

Anonymous said...

tissue

Anonymous said...

What do you think is a great sounding game. One you didnt owrk on?

paulorpauly said...

here's an interesting topic, if you could choose any game dev team to join where would you like to go to?
personally after I get the right education I was planning to try out for insomniac gaming( they did an excellent job on resistance:fom and resistance 2 ;)

thanks, paul

DutchHawk said...

About the numbers on the walls on Verrückt? 193824069:21 = 1938 24 06 9:21 = 24th June 1938 at 9:21..?

Wikipedia gives me 2 things;
- A meteor crash at Chicora, Pennsylvania
- Birth of Lawrence Block, a writer

There are some things written on the wall, something that can look like "writer" or something and "*** world". Couldn't read it good, the Germans apparently didn't like me and stabbed me in the back. :')

Maybe you people just trying to hold us playing, but I like this kind of stuff. Keeps you thinking. :-)


Btw, I love the music in this game. One of the best I've ever heard. Normally I don't pay to much attention to the music, but in WaW you just have to. And the creepy noises and sounds everywhere just make the atmosphere complete. Nice job!

Brian Tuey said...

Anonymous: I answered your question in the thread.

Paulorpauly: This is probably going to sound like a cop-out, but honestly, I love working at Treyarch...there are a lot of reasons why (number one is that they really care about audio, so we have great facilities and a lot of creative freedom)...another one is that I kinda like being the underdog. This studio has an enormous amount of talent that is only going to get stronger every game we ship...so I like the way the future looks here, too.

Insomniac is a great studio and a nice choice. I've known people that worked there and were really happy. They have a great culture there, too.

Dutch Hawk: Welcome to the blog...and thanks for the compliments on the music\sound of W@W. I'll be sure to pass that to the audio team!

As for your question about the asylum walls...all I can say right now is that you may be on to something ;)

paulorpauly said...

well in the near future if treyarch ever needs some cheap labour, be sure to fill in a good word for me ;)

Anonymous said...

hey im just curious, were you working at treyarch when quantum of solace was made?
i just completed it today and it gave me a rush from beggining to end, the graphics were amazing...great gameplay and a 5 out of 5 on the awesome meter.

many people wouldn't say it but i think qos is waaay better than any other game treyarch has made.

paulorpauly said...

hey im sorry for the double comment its just i cant remember my profile password but the above comment was from me.

Unknown said...

I've been working at Treyarch since 2003, so yes, I was here for QoS. I'll let the QoS team know how you felt...they went through a lot to get that game done at the quality level that they got it to. The reviewers weren't very kind to them to say the least. Once I played it I was also riveted from beginning to end. It was a well made game, great art style, good sound...I think the biggest criticism that it got was that it didn't follow the movie.

I'm not into Bond, so I guess that didn't bother me much :)

Glad you liked it!

paulorpauly said...

honestly i dont understand why a reviewer would not like the game for that reason, im a big bond fan and can honestly say the way it didnt follow a the exact same path the movies did was fine with me.
it is very underrated, the only problem is not many people play online which can be explained by saying its underrated lol.

yea please do tell them, anyone that helped out for that game deserved major video game respect:)

Brett Main said...

Hi, my name is Brett. I have some questions about the backstory to nazi zombies. I'm sure you wont answer them, otherwise you'll probably ruin the story for everybody, but I'll give it a shot anyways :P.

Did the hanging man (/Peter?) hang himself, or did he parachute down? Because I saw a large white cloth above him and this question rattled me.

Also, I tried finding the kids singing the nursury rhyme in the fishing hut, but I didn't here anything... Except for monkeys :P

2nd to last question. Why the HELL is there a laugh in the doctors quarters??? Is it the same guy that sais KA-BOOM!? Or is it someone else?

And lastly, who is doctor Max and more importantly... WHERE is he?

Thank you VERY much for your time. (If you don't want to answer these on the web, you can email me if you want [cardrivem@hotmail.com])

-Brett

Unknown said...

There is only you and your camera. The limitations in your photography are in yourself, for what we see is what we are. See the link below for more info.


#limitations
www.ufgop.org