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[ goodies | dev diary | chapter six ]
#6 Sounds like
a plan
Having worked on many Worms games before this one, Bjorn Lynne (Audio Manager) started this project with a pretty good overview already of what would be required. So unlike with other games, he hasn't really done much experimenting so far on this project, but rather got straight down to the business of producing the audio.
 
Audio for games is usually broken down into 3 elements: (1)sound effects, (2)voices and (3)music.
 
As the composer, the sound designer and the voice co-ordinator on this project, it's pretty much up to Bjorn to get all these elements together - and that includes actually writing and producing the music, designing the sound effects and getting the voices organised and recorded.
 
developing the
Worms style
Over the years, the Worms series has sort of developed it's own in-game music style. The aim is to create music that doesn't get too distracting, but at the same time doesn't lull you to sleep either. The ambient music style that has developed over the years is made up of a pretty 'transparent' production with relatively few instruments scattered here and there. A good round of Worms can last 20 minutes+ and a tournament can last, well, hours (or days!), so it's important not to fill the ears with thick sound textures, and also to have plenty of music so that you don't hear the same bits over and over again.
 
There are 4 different 'world types' in Worms 3D, and Bjorn has set himself the target of 4 different 4-minute pieces for each of them - 4x4x4 = 64 minutes of background music, and he's trying very hard not to repeat many parts even inside each 4-minute track. Then there is always the intro music, music and jingles for various screens, awards, and so on. So all in all there's going to be approx. 80-90 minutes of music in this game.
 
new Wormsong? People have been asking whether this game will have a new 'Wormsong' like the popular cult hit from the original 1995 Worms game, with funny worms voices on the chorus etc. We haven't completely made up our minds about this, but we like the idea :-)
 
This is the main forum thread regarding the new Wormsong ::
[ New Wormsong thread @ forum.team17.com ]
 
voices Work on the voices has already started as well. We haven't hired any professional voice actors yet (that comes later) but the guys in Game Design have scripted a whole bunch of seriously funny, all new voice sets, and we have used some in-house people from Team17 to record 'placeholder' voices for now. These were recorded mainly as tests and just something to give our worms a little bit of character and personality while we are working on the game. However, some of the in-house recordings we have done have actually turned out very good, so it's possible we will end up using some of them in the final product!
 
Obviously, plenty more will be added by professional actors as well. We want to get as many different people as possible recording voices for the game - again, to give plenty of variety and lastability.
 
sound effects As far as the sound effects go, this work hasn't really started properly yet. A few sounds were created early on because we felt they were needed right away to get a feeling for how a weapon or effect would work in the game... and just seeing it without any sound didn't really give a good impression. The main body of the sound effect work started at the beginning of 2003.
 
here's what Bjorn
has to say
"Working on all 3 elements of the audio production represents a lot of work, but at the same time it gives me control over the 'total balance' of audio in the game, which I appreciate. It also makes my work less repetitive, because after I've finished a piece of background music, I can go and work on the voices or the sounds for a few days, whilst trying to rebuild a little inspiration and imagination to for the next bit of music.
 
Typically after I've done a 4-minute piece of ambient music with no or little repetition, my head is pretty empty and I need a little time to find some more musical ideas!

 
The equipment seen
in the photos
Roland JX8P analogue synth and the ever present Kurzweil K2500 synth/sampler. I've had the Kurzweil K2500 for many years, it's got all the optional add-ons (SCSI, sampler, CDROM, harddisk, etc.), it's my main workstation in all my audio work, I call her 'Big Mama' and I wouldn't change it for any other piece of equipment!
 
In the upright rack closest to the camera are (from top) a Yamaha VL-70m virtual analog modelling synth, a Technics SV-DA10 DAT recorder, an Ensoniq SQ-R+ synth, a Novation BassStation synth, and an Alesis DM5 drum synth.
 
In the upright rack on the other side of the monitor are (from top) a Spirit Folio Si mixer (used as a sub-mixer for the synths), a Novation Supernova synth, a Digitech Studio Quad effect unit, a Behringer Ultrafex II effect unit, an Alesis 3630 compressor (alas, broken at the moment), and a Fostex D-5 DAT recorder.
 
Just over my left shoulder you can spot the Korg 168RC SoundLink digital mixing desk, connected to the PC with optical lightpipe going into an Aardvark Aark24 soundcard. You can also just about see the neck of my Gibson Epiphone Les Paul guitar! As you can see, I've got one set of proper loudspeakers and one set of small multimedia speakers (stood on top of the real speaker), this is so I can monitor my music and sound on two different speaker setups to make sure it sounds okay on different speakers. I am also currently setting up additional speakers for surround monitoring, so that I can mix and monitor the ambient soundscapes in Dolby Surround.
 
Just to mention the software, I use Cake walk SONAR 2 for music composing, and Vegas Pro and SoundForge for sound effects design and processing.
 
Finally, over my right shoulder you can spot my 'other' PC where I do everything non-audio, like email, web browsing, games, etc.
"

[ goodies | dev diary ]
Development Diaries We plan diaries right up until the end of the project and they will appear every week or two, so keep popping back for updates. The great thing about the diary is that so much just isn't written yet!

[ goodies | dev diary | chapter twelve ]
W3D @ E3!
How we spent an intense April and May preparing Worms 3D for industry consumption!

[ goodies | dev diary | chapter eleven ]
Artificial Intelligence
How we are getting the AI Worms putting up a decent fight!

[ goodies | dev diary | chapter ten ]
Tweak-Tastic March!
How the facilities to adjust and balance are beginning to shape Worms 3D as a whole.

[ goodies | dev diary | chapter nine ]
Level design
How the missions are created and the thought that goes into the finished article!

[ goodies | dev diary | chapter eight ]
Shaping up
How the development cycle is progressing towards tweaking stage!

[ goodies | dev diary | chapter seven ]
Happy New Year!
How we saw out the old year and welcomed in the very busy new one.

[ goodies | dev diary | chapter six ]
Sounds like a plan
How Bjorn Lynne got straight down to the business of producing the game audio.

[ goodies | dev diary | chapter five ]
Boggy B Lives!
How we are developing our worm character and bringing it to life.

[ goodies | dev diary | chapter four ]
Art for heart's Sake
How the concept artwork got off the ground and creating the visual look for the game.

[ goodies | dev diary | chapter three ]
Something for the weekend?
How the core deformable landscape technology was created and what it meant for the game.

[ goodies | dev diary | chapter two ]
Leap of faith
How we handled the jump from 2D to 3D via Worms Blast - the bridge to the new game.

[ goodies | dev diary | chapter one ]
Six years and counting
How we kicked off 3D development after waiting until the time was right.

overview The graphics and images shown in the diaries so far don't come anywhere close to where we are currently in terms of visual style.
 
The first few chapters merely serve to bring us 'up to date' to how we got where we are. It's envisaged that we will catch up with current progress by Christmas and the diaries will then mirror recent developments rather than things from the distant past.



Bjorn's studio
 

 

 


.wav voices
 

 
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.avi animation 'Taxi Driver' Worm
 

 
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