Cameron Britton is a sound designer at Ubisoft Toronto, and has worked on some of the company's biggest brands, including Splinter Cell, Assassin's Creed and Far Cry. He also composes, plays music, and teaches Game Audio at the Harris Institute.
Podcast 010: Soundplay/Gameplay
How do sound and gameplay come together for immersion and playability? What does a game designer expect from a sound designer? My good (and handsome) buddy Cam Britton is here to help me take on these topics and more on this episode of the Deep Fried Gamer Podcast.
Audio can help teach the player important rules about the game without the use of incongruent text or other helpers that ruin immersion. Something we should all remember (it’s often forgotten) when we first start any feature.
We discuss the concrete process of making a feature – and how we communicate to all of our diverse teams what their role in the feature is. We also tackle the idea of ‘audio first’ features and other that may not be so (sorry Cam). We also bring up the fact that the best design (game, audio and otherwise) should be done in the context of a team – involve everyone, and involve them early if you want to succeed at making something awesome!
Cam also brings 3 great audio clips (one feature of which he worked on) to illustrate his points while I do my best to not to ramble too much and ruin my answers – aren’t I supposed to be the one asking the questions?