WELCOME
August 2013 Issue 273
MEET THE TEAM
Deputy Editor – Jory MacKay
jory.mackay@
intentmedia.co.uk
Staff Writer – Jake Young
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Managing Editor – Jo Ruddock
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intentmedia.co.uk
Sales Manager – Graham Kirk
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intentmedia.co.uk
Head of Design & Production – Adam Butler
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Production Executive – Jason Dowie
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intentmedia.co.uk
Designer – Jat Garcha
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intentmedia.co.uk
Publisher – Steve Connolly
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intentmedia.co.uk
Press releases to:
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© Intent Media 2013. No part of this publication may be reproduced in any form or by any means without prior permission of the copyright owners.
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Printed by Stephen & George, Wales Jory MacKay, Deputy Editor
THIS MONTH I had the pleasure of attending the Audio Track sessions during the 2013 Develop Conference in Brighton (you can read our full show review on page 18). And while I would have taken any excuse to spend a day on the beach in the weather the UK was experiencing, the sessions provided enough high-quality content to persuade me from popping out for a few pints on the waterfront.
While the day provided an excellent crash course on the intricacies of game audio, it also proved to me that there are some universal issues facing everyone in the audio community. Chanel Summers, co-founder of Syndicate 17 and adjunct professor at the
USC School of Cinematic Arts, Interactive Media Division, asked an incredibly significant question during her presentation on artistic expression in game audio design: Can audio ever reach the same status as art?
“What we don’t realise is that sometimes getting wrapped up in the technical specifications of a piece of kit or obsessively tweaking sounds can take away from the bigger picture of how audio can be used to tell a story.”
While those in the industry will undoubtedly and unanimously scream ‘yes!’ Chanel’s presentation brought up the ugly fact that it might not be such an easy answer for those on the outside who routinely see audio as a more utilitarian endeavour when compared to the visual ecstasy of film, TV and, increasingly, video games.
What we don’t realise is that sometimes getting wrapped up in the technical specifications of a piece of kit or obsessively tweaking sounds can take away from the bigger picture of how audio can be used to tell a story just as much as visuals can. Talking to Julian Slater and Mark Paterson during the final mix of Edgar Wright’s The World’s End (See our Final Cut feature on page 26), it’s inspiring to hear them say how collaborative the process was between Director and Sound Designer, and how when it came to the sounds of the film ‘nothing was by accident’.
Returning to the Develop conference, another point that stuck with me were the multiple presenters who spoke about how through communicating with other departments early on in production and demonstrating just how much sound design and effects can raise the value of a project they were able to have animators work to their audio assets – something you don’t hear about too often.
It’s this level of communication and collaborative effort that is needed to raise the profile of audio into something as widely recognised and respected as video, or even art. Although an unlikely place to look for it, maybe the games audio industry is the perfect place to find inspiration for us all.
www.audiomedia.com
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