SPECIAL THANKS:
A big thanks to all our interviewees. This thesis would not have been possible without their help.
Ben Minto – Audio Director at DICE
Gustav Rathsman – Sound Designer at DICE
Guy Somberg – Lead & Audio Programmer at Echtra
Jonas Breum Jensen – Lead Sound Designer at IO Interactive
Lydia Andrews – Audio Director at Ubisoft Quebec City Studio
Rob Bridget – Audio Director at EIDOS Montreal
Stephen Hodde – Audio Director at PolyArc
SONIC COLLEGE / JANUARY 2020
GAME AUDIO PIPELINES
CREDITS: STUDENT
This is my bachelors project from Sonic College, made in collaboration with Jeppe Emil Lindskov.
PROJECT INFO:
This thesis aims to provide the reader with an understanding of the importance of designing a game audio pipeline and how to create a pipeline, that streamlines and optimizes workflow and game audio implementation. To do this, an examination of the various elements that goes into creating a pipeline and what considerations to take into account, is made. This information is then exemplified in a case study of a third person adventure game. The game is treated as a prototype in pre-production and aims to showcase how a pipeline could be designed. This includes various pipeline and implementation tools, designed with the case study in mind.
The thesis concludes that there is no universal answer to building a pipeline, but that it is important to be aware of how you are working, what steps you need to go through and then find ways to improve upon it. Building a pipeline is a question of organizing, outlining and testing, with the purpose of providing higher planning stability. It is impossible to prepare for every situation, which is why the importance of having game audio be part of the pre-production phase of game development is being argued. Pre-production is the initial phase of production and deciding upon apipeline this early and keeping it consistent through production is vital. It will make problem solving easier and create more room for creativity.
The thesis is based primarily upon interviews with various game audio directors andgame audio professionals. The reason for this is the value of expertise on the subjectthese individuals have been able to provide us and the limited pre-existent materialavailable on the subject.
Blobs
Omnigame
Casino Game
Rollers
Omnigame
Casino Game
Blackjack
Omnigame
Casino Game
Garden of Pets
Omnigame
Casino Game
Safari Snap
Omnigame
Casino Game
Savannah
Omnigame
Casino Game
Dragonhaven
Omnigame
Casino Game
Rainforest Rollers
Omnigame
Casino Game
Forgotlings
ThroughLine Games
Video Game
Kinisia
ThroughLine Games
VR Game
Dynamic Reflection System
Personal Project
Work in progress
Game Audio Pipelines
Sonic College
Bachelors Project
Magic in C
Ludum Dare 46
Game Jam
Evolutionary Platformer
Level One: JAM
Game Jam
CMYK
GMTK2019
Game Jam
Interaction & Immersion in Video games
Aarhus University
Bachelors Project
Silence and Swords
National film school of Denmark
Documentary
Soy No Soy
Beofilm
Short Film
Hypocondriac Health Club
KADK
Short Film
Abu Adnan
18 Frames
Short Film
Hey, I’m Mads.
I am a generalist sound designer from Denmark, specialised in game audio, with a passion for technical sound design and developing audio processes and pipelines.
I have 5+ years professional experience in game development as a sound designer, working on a broad range of games and platforms including indie, VR, mobile and casino games.
I am experienced in using industry standard game engines, middleware and DAWs, including Unity, Unreal, PixiJS, Wwise, FMOD, Reaper and Pro Tools.
My interest in technical sound design and tools development has lead me to learn programming in C#, C++ and JavaScript.
When I’m not working I like to spend time with my friends and family, go to the gym and care for my plants.
Feel free to message me through my social platforms or write me an email at contact@madsriddersholm.com
CONTACT INFORMATION
Mads Vesterager Riddersholm
contact@madsriddersholm.com
Copenhagen, Denmark
+45 40 58 16 67