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Game Of Thrones is an RPG developed by Cyanide
The game takes place in the medieval fantastic universe created by George Martin,
the story is parallel to the series.
You can play Mors, brother of the Nightwatch and Alester, Red Priest.
We sent two people at Cyanide, for the integration process
it had a real impact in terms of sound rendering.
Four characters of the show also appears in the game, and the actors were recorded in London and Belfast.
For the main characters,
I've made a first reading of the script,
to spot the differences between the two main characters,
trying to understand them,
and make the cast with these considerations.
Mors is more raw than Alester,
We needed someone with a voice
not necessarily lower, but having a kind of roughness
and someone more noble to play Alester
someone more upstanding.
Then for the recurring characters,
it was mainly the age,
for example, Jeyne Greystone,
is someone straightforward,
we needed to feel that in her voice.
Not a clear and pure young girl's voice,
but something gravelly, to feel that she has gone through a lot in spite of her young age.
The voice came first,
and then,
In the case of Mika (Mickael), he does a lot medieval reenactment shows
meaning he already fought with a real heavy sword
All this experience would influence the way of playing Mors Westford
and it was absolutely perfect for me
It wasn't required to have this kind experience,
but it was an undeniable plus
and this "plus" really show through his voice.
The characters from the show,
and from the book,
who appears in game
we took care of having the same actors,
we called them, and they all came.
We could see how some actors
who dub the original voices in French
kind of look like
the actors of the show
In particular the voice for Varys
He did something really...
Well you really get the same Varys as in the show
He did a really really good performance.
We receve a large spreadsheet
with all the ingame dialogs
which is about 300 000 words
13 000 cues,
for 30 actors.
Once all these sound files are recorded
we have a tool which imports everything in the Unreal engine.
Once all the cues are integrated in game
there begins the biggest part of the job
verifying that everything is in place
testing the game along side with the dev team
to give us feedbacks
on these cues.
Game of Throne RPG took three years to make
we came in at the beginning
on the preproduction
we did a lot of researches
about medieval worlds
about the North, desertic environments
we tried to work around that
around the cold
Kingslanding and the differents places we visit in the game
The universe is mature
and to get more realistic
we used foley artists
who have recorded sounds of armors,
so that when the player moves, the armor would make the right kind of noise
and clothings as well.
We've got several sound mechanism
both cool and complex
Alester, one of the heroes
have fire skills
meaning he can set his weapons on fire
he can use and manipulate any weapon that way
So our interactive sound design
had almost to be based on the physics
according to the kind of movement and the weapon used
we have added a layer for the sound of fire
The player can take control of the dog
so the dog had to be treated with a special attention
we thought about what a dog perceves
compared to a human.
As far as sound design's concern
i really like the fighting system
although it was a kind of a mess
To mix all the weapons and movements and impacts
there is about fifteen sounds by weapons
not including impacts, resonances
the weight of the weapon, the kind of armor it hits.
We mainly used soundbanks to create the environments
we have a lot of field recording libraries that we may use.
On the HBO show, everything beyond the wall is shot in Iceland
so I went in Iceland on vacations
to record glacier and icebergs
to have some real ice sounds to put into the wall
For all the Nordic and cold places
the wind evolves dynamically and physically
depending on whether you are sheltered or not
If you come close to a ravine or a bridge
you will the wind rushing by your ears
when you take shelter near a wall, the sound of wind is attenuated
to stick to reality
and hopefully make the player feel the cold
The game is running under Unreal Engine, which is a videogame engine
We take the sounds and spatialize them in the universe
moving around with the mouse, we can hear them to see how it goes
and this is how we create, piece by piece, every little sound you could hear if it were real.
The mixing process isn't like on a movie
or something static
The types of sounds
the voices, sound FX and music
are evolving dynamically depending on game phase
When are you are fighting, the sound of the fight gets louder
and environmental sounds go down.
When you talk to someone, the dynamic mix will bring dialog up and down the music
The player must always hear the important elements
they needs to be louder than the other sounds
If a character has something important to say, it needs to be heard clearly
the dynamic mixing rises it up, so the player can have the information at the right time.
I would like to record some screams
Ok...
Thanks for watching !