Archive for August, 2010

Galaxy on Fire 2 Developer Diary Part 4: The Sound of Galaxy on Fire 2

Thursday, August 12th, 2010

The first three parts of the Galaxy on Fire 2 Developer Diaries have already given us a close look at the upcoming travels of the mercenary Keith T. Maxwell. Along with lead developer Hans-Christian Kühl, who gave us some insights into programming and the course of production in parts 1 and 2, part 3 gave us Fishlabs’ Art Director Marc Nagel, who explained the graphics concept of the Galaxy on Fire series.

In this chapter, we turn to a topic whose importance for mood and overall impression is still underestimated by many game producers outside of AAA console titles: sound design and music. Our interview partners are Gero Goerlich, Sound Director at Fishlabs, and Jan Werkmeister, Managing Director of Periscope Studio in Hamburg, Germany, who was hired to compose the music for GoF 2.[full]

GERO: [laughs] Sound? We’re talking about sound?

KAI: Exactly. The sound design and music in Galaxy on Fire 2 are a major step for Fishlabs. Among other things, sound is planned for the dialogues in parts of the game. Up to now in our titles, they were only displayed as text.

GERO: Yes, we’re actually doing that now!

JAN: I hear you’re working on that with Jeremiah [T-Recs Studios], right?

GERO: Yes, exactly. We had already done the voice recordings for the co-pilot in Rally Master Pro with Jeremiah. Even though that was a comparatively smaller job with just one speaker, the boys really gave it their all. But for the dialogues in GoF 2, we need six speakers, who will, in part, also have to voice a variety of characters. In total, we have over 400 dialogues that have to be spoken.

KAI: Let’s get back to basics. What percentage of a good game comes from the sound design and music?

GERO: About 33.33 %.

KAI: What are the other factors?

GERO: 33.33 % gameplay and 33.33% for the other sense people use for perception, that is the graphics in the game. We don’t have touch, smell and taste yet.

KAI: What are the challenges in sound design and music in a space shooter like Galaxy on Fire 2?

GERO: You have a certain visual mood that is specified and that needs to be appropriately implemented and supported by the sound. Whether it’s music or sound, you have to find a way to bring over and intensify the tension and mood that are supposed to be generated.

JAN: We did the music. In sound design, you can rely heavily on the events or actions. For example, if there is an explosion, then naturally there is the sound of an explosion. I can also work with atmosphere, create certain background moods. What I can do with music, though, goes a step further. There, it’s what is found between the lines. The best example is the Midorians, about whom you [Gero] said, ‘They aren’t so high-class, not so well equipped,’ there is ‘not much value.’ Then we try to bring that out with the music. What might be revealed to players in-game only after several hours of gameplay can expressed immediately with the right music.

KAI: Does the sound design lead, as is usually the case, and the music is laid down later? How exactly does that work?

GERO: The one does affect the other, but you start out differently. ‘What is that, then?’ and, ‘What do you need for that?’ Initially, I selected a variety of music samples and styles to provide everyone in the company who was involved with a first impression of the direction we were aiming for. That means simulating a sound world through music and sounds at first. On the one hand, you have the ‘one-shot’ sounds, that have to be complete in and of themselves. For example, you can’t incorporate the sound of a western revolver in a Galaxy on Fire 2. The sounds have to sound more technical, futuristic. After requirements like that and the direction we wanted to go were clear, Periscope came into play, perfecting them in the form of music, and they implemented it terrifically.

KAI: How important is the position of an in-house sound designer in the production of a game?

JAN: As a result, things are all of a piece. You [Gero] didn’t think up a sound design and then some music is added, rather you thought very carefully how it should be, and we communicated very closely on a level that is not always immediately possible with developers. On that foundation, I could immediately assimilate statements like ‘That needs to sound a bit more like this,’ and do something with it and implement them appropriately. The result is very consistent. I was quite surprised, because I hadn’t heard the sound design before the beta. When you [Gero] played that for me, I immediately thought, ‘Wow! Great! That works!’

GERO: The advantage of in-house sound design is that I know how the people think. On the one hand, there’s what you want to present to the outside, to the players, but on the other hand, there is what goes inward, what sort of feelings the members of the team have about the game. The best part is that, in the end, you have a complete work in which the music fits with the sounds in the game.

JAN: Actually, this procedure is necessary for any high-quality game production. We often take on this task, but if there is someone at the developer who knows what they’re doing and can communicate in both directions, that is, of course, much better.

GERO: In any case, there is a good feeling about the game. The music reflects the atmosphere in the game well and doesn’t get on your nerves, even after playing for a long time. One good example is the layer music that is used in combats. We thought about how to bring in a certain amount of drama through three-level tension or intensity degrees in the various layers of the combat music. Even if you can’t see the enemy yet, you know immediately how hot things are about to get.

JAN: In this approach, by the way, GoF 2 is no different in sound design and music than an AAA console title, which is certainly an exception right now in the field of mobile games.

KAI: What sounds are especially important for GoF 2?

GERO: Over the course of your life, you learn to recognise sounds and identify them. For example, you see a door closing and hear ‘Bam!’, the door closes. Eventually, you learn that the door closes without actually having seen it happen, because you have learned the sound and the event associated with it. The same principle applies in GoF 2. Of course, there is no sound in the vacuum of space, but sci-fi movies have long created a certain sound world which audiences have learned over the years. If they were to hear something now that sounds completely different, it just wouldn’t fit. As a result, you have certain standards, such as the typical ‘pew-pew’ of laser weapons.

You have to try to create something brand new out of that. For example, the integration of organic sounds. I layered a weapon with the squealing of pigs, very nice!

Soundsampel (click to play): Pigs in Space!

KAI: Squealing pigs!?!

JAN: Naturally, that addresses emotions on a different level that can only be triggered with certain sounds.

GERO: The possibilities are very diverse. Of course, you can also use a synthesizer and make the typical ‘pew-pew’ again, and change it a bit, but then it just sounds like synthesizer.

Soundsampel (click to play): Pigs in Space!

Or you start ‘tinkering’ and the result is significantly more complex, as with our blaster that has been enriched with squealing pigs.

Soundsampel (click to play): Pig-enhanced Beam Laser

JAN: Without tinkering, it’s one-dimensional. I think you have to take this multi-dimensional approach with sound, in which every trace stands for something. You just can’t do without that anymore in modern sound design.

KAI: What is the source of most of the sounds in GoF 2?

GERO: There are no sounds in GoF 2 that can be purchased from a library. Every single sound in the game was compiled new from a wide variety of sounds. For example, with all the weapon sounds, I first thought about what the weapon looks like and how it functions, like a thermoblaster, in order to create a sort of acoustic blueprint.

JAN: I know this from our sound designer. This physical approach, thinking about what the weapon actually does. First, the energy is created, then collected, and finally, discharged, compressed through a narrow tube. Using such considerations, you gradually approach a final sound.

GERO: Another important thing here is the term ‘sound world’. In GoF 2, there are many types of weapons with a wide variety of design levels. Every weapon has to sound different, but its type still has to be recognisable. Thermoblasters, for example, have a sound world. That means, each one sounds different, but they have certain acoustic characteristics than can always be recognisedto be a thermoblaster. This is also true, for example, with cannon shots that sound more mechanical and less electric. They also have their own sound world in the GoF 2 universe.

KAI: What can you tell us about the music?

JAN: The approach is similar, of course. With music, things are more emotional, and you work more from your gut. That means, we try to pick up a mood from an emotion or a rough description like, ‘The Midorians are less significant’ or ‘They have antiquated technology’ and reflect that appropriately through music. Sure, we also work with synthesizers, but one alone is practically worthless here. You have to overlay them and combine these different elements to create new music worlds.

KAI: Are there different approaches for the different factions in the GoF 2 universe?

JAN: For the Midorians, for example, we had a basic pool of sounds: Midorians have to sound like this. The space music is then built from that and the variations from that, in turn. What I find particularly important in working with music is the harmonic approach. You can express an incredible amount with an interval of two tones. You can hear that well, for example, in Terran space. Everything is open, because there is nothing to indicate any sort of specific harmony.

Soundsampel (click to play): Terran Space

The Terran station is the same way. There, you hear this open, airy, harmonic, not at all graspable motif.

Soundsampel (click to play): Terran Station

In contrast to this, we have the Midorians. Very definitely a minor approach. ‘Hooooohhh,’ a little strange, ‘hooooooohhhhh’. With dull sounds, in principle low-fi and a bit fusty. That way, I also express at the same time that it is less sophisticated. That comes through very quickly.

Soundsampel (click to play): Midorianischer Raum

Let’s listen to Nivelian space. The approach here is very similar to the Terrans. They are on a somewhat higher technical level. The motif is again very open and has even more high sound elements in it.

Soundsampel (click to play): Nivelian Space

KAI: …That has an ethereal elegance…

GERO: [laughs] Ethereal elegance! I have to write that down…

JAN: …In principle, that is precisely the point that provides sophistication.

Then there are the bionic creatures, the Vossk.

Soundsampel (click to play): Vossk Space

GERO: A bit sick, not so completely clear…

JAN: Semi-mechanical, biomechanical, wrenching sounds. That comes through much more clearly in the station. Distorted sounds, metals are the motif. The harmonics are freakier. That means that you work in the background with intervals and sounds that seem strange and odd from the outset.

Soundsampel (click to play): Vossk Station

KAI: A bit discordant…

JAN: Yes. As Gero said, people learn over their lives how certain things sound. You can build on that. In harmonics, there is a lot of talk about how to work with intervals. In the open space of GoF 2, we work with fifths and major ascending intervals. I want to take sevenths to new heights. The Star Wars music, for example, is created with major sevenths that occur very often. If you want to work with small, cramped spaces, it sounds like this:

fSoundsampel (click to play): Midorian Station

Small intervals, all the sounds are close together. I can express the size of the space relatively quickly with the frequency spectrum.

KAI: You already mentioned the layer-based battle music. Are there different motifs for the individual factions?

JAN: As far as the battle music goes, we essentially have two different approaches in GoF 2: On the one hand, the ‘normal’ approach, which is based more on the orchestral approaches from Hollywood, enriched with synthesizers, so a very cinematic approach.

Soundsampel (click to play): Battlemusic

On the other hand, we have the ‘Void’ approach, which is really much more brutal. It has something from the classic sci-fi approaches, like Bladerunner, but is much more modern.

GERO: Right, combat is combat. Except for the Void, there is no difference. When you fight against enemies from the normal galaxies, you hear the normal battle music. Depending on the number of opponents, the music is more or less intense. But when you fight against the Void, you immediately get this aggressive music and immediately think, ‘Oh, sh…. !’, and you immediately get a corresponding feeling. There are no stations you can enter here and also no breathers.

JAN: Exactly, no deals, no Mr. Nice Guy. Just imagine, you’re flying along comfortably here.

Soundsampel (click to play): Terran Space

Then you make a little jump, and suddenly you’re here:

Soundsampel (click to play): Void Battlemusic

And it’s pretty clear what’s going on. I always think of that scene in ‘Blade’ with the blood shower. I think you notice immediately where you’ve landed when you hear that sound. And you don’t have to be a music professor, it works with everybody automatically.

GERO: That point is really especially important. Music and sound in themselves are a matter of feeling, and less obviously than with graphics. That means an observer, the player for example, sees something and says, ‘Oh, that’s looks beautiful!’, but it rare that someone says, ‘Oh, that sounds wonderful!’ All you notice is, ‘The overall experience is somehow harmonious!’ If the sound doesn’t fit the image, it jumps right out at you that something is wrong, even if you don’t know exactly why.

KAI: That means that sound design and music have a significantly greater influence on the effects of images than we generally think?

JAN: I have a terrific example. Back in film school, we had a seminar on film music, and I think the first thing the professor showed us was images of water, people swimming, the sun in the sky, everything wonderful from below, scored with wonderfully harmonic, pleasant music. Everything was great. Then he switched on the original music, and it was ‘Jaws’. At first, you thought, ‘Oh, the Blue Lagoon!’ and suddenly your impression of the images flipped 180 degrees.

GERO: That is the point. The same sequence, nothing in the image changes, and yet everything is different – that is sound. But because you can’t smell it, see it, or touch it, the whole thing operates on a completely unconscious level.

JAN: Which, of course, doesn’t make the position of sound in a production any easier. Many developers have no real connection to the subject, and so sound is often the last thing that is taken care of. GoF 2 takes a completely different approach, with one expert in-house and one expert outside, fully aware that it advances the production. Ultimately, players will probably say, ‘Cool!’ without even knowing why.

KAI: How would you characterise the sound and music world of GoF 2?

GERO: It’s hard to describe. We have our own world that arises from all the elements like graphics and story. On the one hand, there’s outer space, with planets, suns, nifty nebulas, and myriads of stars, as we know it. It looks good. Especially on these small devices, that is really fantastic. But then there is that openness which is characteristic for GoF 2. The sound supports this open, highly variable world. You can’t say that it is like Star Wars or Star Trek. That has nothing to do with it. It is triggered by its own idea. We thought a lot about and hotly debated how we could develop our own GoF 2 sound… I think we succeeded very well. At the same time, it is also difficult to describe, because the sound can’t easily be compared to existing titles.

JAN: I think it is the result of a process. From the first examples you [Gero] prepared, there was a rough direction, but we made our way into another world of sound, especially in terms of complexity. We went so far with the Midorians that we had to back-pedal somewhat, because some things went far beyond what you’re used to hearing.

GERO: You have everything from the digitally hardcore Void battle sound to very organic and harmonic sounds of the Nivelian world.

JAN: Despite the bandwidth, people would notice if something didn’t fit. So it is a bandwidth that belongs together.

GERO: It has its own signature.

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Galaxy on Fire 2 Developer Diary Part 3: Marc Nagel – The Art of Galaxy on Fire

Thursday, August 12th, 2010

GoF has been the most successful in-house production from FISHLABS to date. How do you explain the huge popularity of the title?

There was great demand on the old Java devices and the iPhone, because the popular space simulation and space shooter genres, with classic titles like Wing Commander or Privateer, did not exist on mobile devices. There was a bit of a nostalgia bonus, but we also broke new technological ground for mobile games with the Galaxy on Fire series. People just wanted to play something like that again. We moved into a niche while everybody else was focussing primarily on casual games or titles like Mario Kart. Before that, no one had dared this level of complexity.[full]

To what extent were you able to express your vision as Art Director in the Java version of Galaxy on Fire?

The first step was to find out what was even possible on the devices. Of course, it was especially difficult with the Java devices at the time, because they just couldn’t do that much. The games also couldn’t be larger than 512 kB. That’s a joke compared to the PC games of the time.

We had to cut back heavily, unbelievably complex spaceships weren’t possible. But at the same time, the ships had to be interesting enough for players still to want to fly them. In the first conversion for the iPhone, we already had a bit more freedom, but still had to make sure that things still fit in the established universe.

Have those limitations been eliminated in the upcoming version of GoF II for the iPhone and iPad?

Oh, we have limits. With GoF I for the iPhone, we wanted to make everything better, sort of ‘now we don’t have any memory problems anymore.’ Right away, we had crammed in too much content and had to slim down so that the game would still run smoothly. It wasn’t as if there was suddenly a PS3 to work with, and we could do everything we wanted.
We were able to incorporate our experience from the first part in the work on GoF II and have learned to correct the flaws. Our engine section has given us a lot more options, for example, bump and specular mapping, which makes everything seem much more three-dimensional. Naturally, that also opens up a lot more possibilities for the design. I can now give a ship more details: portholes, hatches, tubes, battle scars, and even drive and position lights.

Can we expect a lot of new designs, or are the old models simply being reworked?

In GoF II for Java, we created the ships in modular construction for reasons of space. Technically, it was a good idea, but ended up, in part, with designs that weren’t so good and led to several groups, for example the Midorians and Nivelians, having to share many models. Often, you couldn’t tell visually against whom you were fighting or with whom you were dealing.We wanted to change that in the new version of GoF II for the iPhone.
That is why we decided to completely redesign all the ships in the iPhone port. That means the ships don’t have much in common with the original anymore, as you can see clearly from the Betty, for example. Every race now has their own type of ships, their own design, colour coding, and so on. Every race can now be very clearly distinguished. That was important to us and also contributes to an appropriate atmosphere.

That sounds extensive and reminds me a bit of what HCK told me. Is this a redesign or a completely new title?

In principle, HCK carried over the basic gameplay and the ship stats, such as size or number of weapon slots. The storyline was also kept. However, technology, assets such as 3D models of ships and stations, skybox, galaxies, and planets were completely redone. I like to compare it to gutting a house: in the end, all that’s left are the walls, and you try to rebuild everything with high quality. That was necessary, of course, because the iPhone and iPad are platforms on which significantly more is offered today. The audience is demanding and the expectations for the quality of the graphics and design have grown a lot.
Along with creating new titles, we also have to pump up our classics, so that they are still competitive and don’t vanish into the mass of new releases that go live in the App Store every day. That is another challenge.

What makes GoF competitive in this respect?

As I said, we serve a niche. After taking a closer look at other genre titles in the App Store and on other smartphones, we think there’s a lot of room for improvement in terms of both technology and content. That is also why we wanted to turn things up a notch compared to the predecessor GoF I and set new standards with GoF II.

How have the demands for teamwork on the title changed?

We have to look much more closely at how the ships and stations are implemented, for example. I don’t just draft a design, present it, and say, ‘Do it!’, rather I have to actually go to our 3D artists and see that things are uniform. In the beginning, we had a meeting where we compared all the models from three different graphic artists, and they all looked different! Different construction, different texturing, and so on. I had to make clear to everyone once again, ‘THIS is the style,’ and ‘Please make sure that all the ships look like they come from the same universe.’ It shouldn’t seem as though one thing comes from one game and another from a different game. Everything really has to look very uniform and homogeneous, because otherwise everything will seem artificial, and the illusion of a coherent game world will be ruined for the players.

You brought us screenshots which show the ships and stations of the well-known races in GoF II. I’d like to know more about the different styles of the various factions.

Each faction has its own colour code, its own symbolism, and even its own style of construction. Every faction has its own national emblem, designed so that you can always see from the logo which faction you’re dealing with. Lets look at the Nivelians first; their colour scheme is blue-grey. They have very elegant ships, which work a great deal with wing shapes and are distinguished by a very modern and stylish exterior.
It was important to us that the Mido ships could be clearly differentiated from the ships of their close relatives, the Nivelians. But in principle, they are two sides of the same coin. The idea behind that is that the Mido only have access to obsolete technologies, while their ‘brothers’ the Nivelians have long since moved on to new designs and new generations of ships. The Nivelians and the Mido long ago split into two factions, between which there is a sort of civil war. In this conflict, the Mido have the role of the rebels and have correspondingly fewer resources, which is pointed up by the rust-brown texture and damage on their ships and stations. Their ships, which also include the Betty, also have a slightly different design. They are distinguished by a catamaran-like dual stern, prominent cockpits, and a generally somewhat run-down exterior.

To me, the Betty looks a bit like a bird of prey.

Yes, that comes from the downward-bent wings. You could say it’s the typical bird of prey design. That suggests itself, because you can hang engines and weapons off of them so nicely. A very functional design. At the same time, the downward-bent wings also naturally suggest aggression. Designs like that recur over and over again in science fiction.

The Terrans have a more military design. It derives primarily from what you see today in fighter jets, helicopters, and transports, that is the jets and transports of the 20th and 21st centuries. The combination of grey paintwork and colourful markings are recognisable from modern fighters and other military vehicles. You can imagine them in the context that, sometime in the future, humanity has united and developed a common stylistic vocabulary, a visual amalgam of the world’s military forces and their colours and markings, so to speak.

The Terran transport ships remind me of things like Alien or Starship Troopers.

I think it’s very interesting to dig up the aesthetic of 80s science fiction films now and again. The ships from that period were often equipped with an incredible amount of detail, and you had the impression that they were simply very functional spaceships. They looked used, they were scratched and had laser scars. We bring over that 80s sci-fi feeling, without forgetting, of course, that this is a modern game. More a kind of homage, without completely emulating the style.
Examples are Battle Star Galactica, Star Wars, and also the less well-known television series from that period, like Buck Rogers. Those are examples for the classic, high quality science fiction of the 70s and 80s, which we revive with GoF II. Of course, we also combine that style with a modern aesthetic, influences from games like Eve Online, for example. In the end, we took our inspiration from a variety of eras, but ultimately distilled our own style. I think we succeeded.

In the concept art for the Type 43, the highly distinctive rear view of the ship and the engines really catch my eye.

Yes, actually you only see the ships in all their glory during cutscenes or in the hangar. In the game, you see the ships from behind 90 % of the time. Therefore, it is important to make sure that the rear of the ship, the drive section of the ship, looks very distinctive and interesting. We achieve that by creating a wide variety of drive forms and arrangements. For example, we tried dual and triple drives or different sizes.
The silhouettes in the concepts were intended for the 3D graphic artists to always know where to put the glows for the engines and so that every single spaceship would look as distinctive as possible. In the first drafts, we always went to great difficulty to make several views of every model. Only later did it occur to us that it was actually enough to make a ¾-view with a diagram in that form.

What can you tell us about the pirate faction?

The pirates are a bit unusual. They have a consistent colour scheme, which is rather militaristic, olive green and brown, but because the pirates are beings from all over the galaxy, rather than a homogeneous race, the pirate ships vary widely and also have very different series. I can demonstrate that best with the concepts.
For example, we have ships that are reminiscent of armed transports. Those are ships which the pirates have adapted to suit their purposes. This is an example which was derived from one of the Terran ships. We considered how the pirates could have converted it to suit their purposes. The ships should give the impression that they were adapted by the pirates to meet their individual needs, like car tuners. Improvements include weapons, shields, additional or new engines, additional weapons platforms, or more cargo space. But it is also possible that the pirates have made modifications just for the look.

Are some of them captured ships?

Either that or they are ships from the black market or used ships that were bought or stolen.
It almost seems as though the pirate ships have influences from all of the races found in GoF II.
You could say that. For example, the pirates take a Terran ship and modify it with parts from a Mido ship or build their own wings onto the hull if the original ship doesn’t offer enough room for rockets or blasters. The outlaws use whatever is available to them. For example, two wrecks could be cannibalised to build a new ship. Weapons and drives are less important than the look of the spaceships, which can no longer be clearly classified. They should give the impression that the pirates have taken some random ship and converted it according to their own ideas.

At the moment, I don’t see designs for the Vossk and the ominous Void. What can we expect there?

The Void were already so convincing in the Java version that we didn’t want to make any fundamental changes. The Void Fighter has a distinctive colour scheme. There are violet glows on the ships, combined with a brilliant blue basic colour.
But we will probably build extra ships, too. Jerry is currently working on a Void Station, for example. In the Java version, drafts like this caused some problems, because they were just too complex.

Because these designs have little that is regular or repeated that you can use in the modular construction?

Right, that was the problem with the whole thing.

Which faction is your personal favourite?

Oh, that’s hard to say, since I put a lot of work into all of them. But if you put a gun to my head, I would probably say the Vossk, just because they come across as so alien. The Vossk are a very aggressive race. Somehow, I have a bit of sympathy for them, because they are the least conformist.

In the sense of ‘least assimilated?

Yes, exactly. Of course, the Void are also interesting, because they are so mysterious. In the game, we even have dialogues from the Void for the first time. At first we only see cryptic writing, no plain text at all. The whole thing serves to emphasise the strangeness of the people even more. There are no translator data, as it were, and all you see on the screen are characters like this.

Are there also changes to the character portraits, or will the comic style be kept?

With well over 100 characters in the game, we decided to keep the style. Nevertheless, we had a not insubstantial production effort bringing the old character portraits up to the iPhone level.

A welcome side effect of that is the continuity with the Java version, which of course is not exactly unknown. Fans who have already played Gof2 on Nokia or Sony Ericsson will see things they recognise.

What are you especially pleased with?

How can I put it? The whole game, really. You really have to view it as a single piece of work. Just the way the sun is displayed. It isn’t just a simple glow hanging in the skybox, instead you see streaks and other special effects, depending on where you are standing.
That produces an extremely natural impression and is reminiscent of science fiction films. Sometimes you really think ‘Wow!’, we’re starting to get close to the visuals of cinematic films or high-quality console games.

To be continued…

Note by the editors: The names of the stations and ships may change before the final release.

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