We’ve taken a strong cinematic approach with the music and audio, with the goal of making the game feel more like an epic movie or adventure. Areas in the game have meaningful music identifiers so you are capable of understanding where you are without the need of any visual aid. You may even be able to identify the origins of old city ruins as being ‘elven’ or ‘dwarven’, as it is likely to contain similar musical elements. There is a great example of this pertaining to the capitol city on one of the major landmasses in conjunction with the area where the ruins of the old city still stand on the far side of the continent. I am hoping things like this can bring a stronger sense of cohesion and immersion to the world.?
Another important element of ‘next level’ audio is our integration of the ISACT system into our audio engine. Together with the assistance of Microsoft and Creative Labs we’ve created and integrated a suite of tools that provide unprecedented audio delivery and compression tools. We are able to control every nuance of every sound and adjust the parameters in real time as the game plays...
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