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Confronting the Audio Nemesis in Middle-earth: Shadow of Mordor Maximizing Emotional Resonance in an Open World Environment Brian Pamintuan Michael Berg Nathan Grigg

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Page 1: Confronting the Audio Nemesis in Middle-earth: Shadow of ...twvideo01.ubm-us.net/o1/vault/gdc2015/... · Confronting the Audio Nemesis in Middle-earth: Shadow of Mordor Maximizing

Confronting the Audio Nemesis in Middle-earth: Shadow of Mordor

Maximizing Emotional Resonance in an Open World Environment

Brian Pamintuan Michael Berg Nathan Grigg

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Who Are We?

• Brian Pamintuan – Director of Audio – Overall Approach & Legacy Techniques

• Michael Berg – Senior Audio Engineer – Technical Strategy

• Nathan Grigg – In-House Staff Composer – Music Content & Structure

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Maximizing Emotional Resonance

What does this mean?

• Drive EMOTION as a pillar

• Maximize previous development techniques

• Experiment to make the player FEEL

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• 1 Director of Audio • 2 Sound Designers • 1 Composer • 1 Audio Engineer • 1 Audio Producer • 2 Contractors • 5 Dedicated Audio QA

Audio Team Size

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Brief History of Monolith

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How do we get the player to feel connected to Talion?

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How do we get the player to feel connected?

• Listener Position

• Dynamic Spikes

• PS4 Controller Speaker

• Music Combat

• Nemesis Showdowns

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Listener Position

Determining proper gain Understanding sound origin Developing precise tuning

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Dynamic Spikes

• Audio ducking

• Slow-motion camera

• Pre & Post sfx

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Dynamic Spikes

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PS4 Controller Speaker

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Music Combat

• Legacy technique from Condemned

• Music stingers on impacts/whooshes

• Immediacy, urgency in melee

• Connection to Uruk captains

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Music Combat

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Nemesis Showdowns

• 1st person camera

• Conditional dialog

• Microphone technique & processing

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Monolith’s Approach

• Focus on emotion

• Leverage experience

• Iterate to quality

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Conditional Audio – Overview

• Focus on emotion

• Process a ton of dialog

• Tackle a Sandbox world

• Support the Nemesis possibilities

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Conditional Audio – Inspiration

• Build on event-based sound engines

• Follow the game team’s approach

• Learn from previous GDC dialog talks: – GDC 2012, “AI-driven Dynamic Dialog through Fuzzy Pattern

Matching. Empower Your Writers!” by Elan Ruskin (Valve)

– GDC 2014, “Context-Aware Character Dialog in The Last of Us” by Jason Gregory (Naughty Dog)

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Conditional Audio - Overview

• Data defined system

• Audio logic moved into content

• Centralized game database

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Conditional Audio - Keys

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Conditional Audio – Other Data

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Conditional Audio – Other Data

• Hooks – Contain a list of conditions and actions – Execute the actions, if all conditions true

• Conditions – Support game and variable conditions

• Actions – Post a sound event – Play facial/body animations – Set a variable

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Conditional Audio – Showdown

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Conditional Audio – Showdown

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Conditional Audio – Efforts

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Conditional Audio – Efforts

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Conditional Audio – Rain

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Conditional Audio – Rain

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Conditional Audio – Benefits

• Faster iteration

• Increased experimentation

• Easier to make changes

• Simpler code

• Cleaner content

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Talking About Music in Two Parts

• Aesthetic Direction

• Structural Feature Support

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Aesthetic DNA

• Timbre: Non-traditional source and processing

• Harmony: Sustaining tension through dissonance

• Rhythm & asymmetry

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DNA Samples

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The Gravewalker

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Bright Master

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The Gorthaur

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The Gorthaur

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The Gorthaur

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The Gorthaur

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The Gorthaur

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The Musical Sandbox

• AI awareness

• AI Types (Creatures vs Orcs)

• Riding themes

• Alarm States

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A Day in the Life of Talion

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Warchief Music

• Chanting

• Layered walla

• Tempo synchronization

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Warchief Music

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Final Thoughts

• Emotional power from immediacy and depth

• Seizing every moment through flexible structure

• Only then can you truly defeat… the Audio Nemesis

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Questions?

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MONOLITH IS HIRING!

www.lith.com/Jobs