A lot of people have asked me about why I left BioWare and what it was like working there. I had originally written this article for another site, but never got around to sending it in. So, in the spirit of not wasting a few hours of typing and to give some context to my choice to become a contractor as opposed to working in-house here it is.
After nearly 6 years and 6 projects I decided it was time for a change of venue. It’s not that I didn’t enjoy my time spent at BioWare it’s just that it’s difficult to sustain a workload that triple A titles require for such a long period with long hours and not experience some burnout. Which is precisely what I felt coming down the road for me. So, I decided to venture out on my own. I am still quite involved with game audio and intend to keep it that way. It’s a passion of mine and I don’t see that changing any time soon.
I finished Neverwinter Nights, a project that I am very proud of. A lot of people had to come together to make a project as large as Neverwinter happen. As is the case for a lot of companies we had to outsource sound effects because there wasn’t enough time and enough staff to get it done on time with the quality people have come to expect from a BioWare project. To that end Alan Miranda (the Audio Producer on NWN) brought Creative Sound Design and Duff Studios on to help out. Creative worked on spells and ambient sounds, while Duff worked on creatures and things like doors and chests. We at BioWare were responsible for the rest of the sounds such as combat, interface, footsteps, bodyfalls and additional sounds that got missed on the first passes and didn’t get passed on to the contractors. Hopefully, I’ll be able to go into more detail in the future about the challenges of making different types of sounds including how my dog getting ill made for some cool creature sounds.
The good and bad part of Neverwinter was that it seemed to never have a definite end. I was kind of sad when the project shipped. That is until I heard that there was going to continue to be additional content being added on as time and resources permitted. The extra creatures and modules that were being turned out gave me a chance to hone my skills in an editor and environment that I had grown to love and sometimes hate.
Close to the end of Neverwinter I finally had an additional person in the audio department to help out. Having an other person turned out to be a good thing because the number of products in various stages on the go had increased from 2 to 3. At one point the audio department was working on Neverwinter Nights, Shadows of Undrentide, Hordes of the Underdark, Knights of the Old Republic, and Jade Empire (which is the game I couldn’t mention in my original article). That’s not to say that all projects were demanding full time audio resources. They were all in various stages of production and therefore each project had different needs.
When the demands from NWN and the first expansion died down I jumped straight into KotOR. It was the first time I was put in the position of Audio Producer, in an official sense anyway. I had been performing audio production tasks all along to varying degrees over the years. It’s not uncommon for companies to expect audio folk to be “jack of all trades” type of people. In fact a few people at BioWare over the years gave me odd looks when I told them I wasn’t a musician. I dabble in music, but have always felt more comfortable on the side of the recording console with all the flashing lights and buttons.
Putting sound into a game is done differently at every company. At BioWare the sound department was responsible for everything sound except programming. With programming we worked together with coders to put in the functions we needed to make sure the game sounded as good as possible on both platforms with as little extra work down the road as possible. All these diverse tasks require a lot of juggling and the ability to shift from a production mindset to a creative frame of mind and on to technical thinking as the tasks present themselves.
KotOR was an intimidating project to say the least. Not only did I feel the pressure to live up to the expectations of Star Wars fans, but also the quality bar set by the awesome audio staff at Lucas Arts. Fortunately we had a secret weapon and that was Bay Area Sound. It’s a company made up of former Lucas Arts employees, so they knew the drill when it came to Star Wars. The amount of dialog in that game is staggering. I think the unique dialog line count was around 12,000 lines. That doesn’t include the combat sounds and all of the alien dialog. I tip my hat to Lucas Arts sound department for all the work they did.
If you have played KotOR and notice how cool the Selkath sound then you are noticing Duff Studio’s outstanding work. In my opinion, they do some of the best VO processing in the business in my opinion and were called in to help out with KotOR. Unfortunately the audio department at BioWare had stayed at 2 people (it had briefly been bumped up to 3, but it didn’t quite work out). It was to expand to 3, but as many in the industry know, it’s difficult to find game audio people that are good at technical and creative tasks and don’t have a problem with coming to live in the upper, upper tundra known as Edmonton. So, it was up to Steve Sim and I to get to the finish line with Hordes and Jade Empire nipping at our heels.
The shear amount of files for a game like KotOR can be overwhelming. In film work you have production sound if you want to use it. If someone walks down a hallway, opens a door and starts talking to a person it just happens. Not saying that sound effects aren’t added after the fact in motion pictures, but there is always production sound to use as a base or as a complete audio track. In videogames, and animation as well, you are dealing with a completely artificial world. Everything that should make noise has to be placed by someone. In fact, it’s often the case that people don’t even notice the sound unless it’s left out. Footsteps are a perfect example. If characters don’t make footstep sounds people will notice something is wrong even if they can’t put their finger on what it is.
The ultimate irony with KotOR was when most reviewers talked about the sound they assumed that it was all stock from the Skywalker libraries. Now don’t get me wrong, to have someone mistake something I did for something out of Skywalker Sound is a compliment of the highest order. Still, it’s a bit disheartening to that people automatically assumed all the sound effects were just copied from a library. When, in actuality, a lot of people had put many months into making a unique slice of the Star Wars universe. All said there was actually very little content from the movies in KotOR, but it sure fooled a lot of people.
In the end we were able to put together a soundscape that seemed to make most people happy and got reviewed well. You never know how people are going to react to work that you’ve done. When you have spent 2 years on a project you can lose your objectivity. You can no longer tell if it the best work you have ever done or the worst. So, when the game goes gold, hits the shelves and comes back with good reviews the most you can do is smile and think that it all worked out in the end.
It seemed like the ink hadn’t even dried on the Xbox DVDs when we were right back at it with Hordes of the Underdark. Since it was kind of a Swan Song for NWN we really wanted it to be the best. Steve Sim and I were alone on the project and had to do everything from the ground up. The short version of audio production goes something like this:
- Read the story and look at the art for the game.
- Make lists of all the things you know will need sound effects.
- Solicit information from designers and artists about what they want for sounds.
- Capture animations from creatures, spells, etc onto video to be used in a sound editor for the creation and synching of sound effects.
- Start creating content, usually, on an as-needed basis. For instance you might want to make the sound for all the creatures that are fully modeled, textured and animated first so they can be put into the game and tested as soon as possible.
- Implement sounds. Sometimes this involves placing sounds in the toolset and other times it means filling out tediously long text configuration files.
- Make a few more passes to see what might have been missed or added without your knowledge (yes, this happens all the time).
- Take the remaining time you have, which is usually about half of what you’d like, and do a final polishing.
Fortunately we were able to leverage our knowledge of the NWN toolset to make things go a little smoother than the first time out when we were still creating the toolset as we were using it.
With Hordes we also took on an additional task. We decided to do all the voice over locally instead of going out of the country. This added additional work to the audio schedule, but it was something we really wanted to do. We brought in a person to round up the talent and help run auditions. It was a good thing that we did because she ended up also doing a great deal of the voice directing due to the tight schedule. Once again, a risk taken seemed to pay off and the reviews were quite positive.
You guessed it right if you thought I might say we had to start right away on the next game. Jade Empire was now public knowledge and there was planning, demos and real game content to do. It was at this point that I started to feel the “burn” as it were. People ask me why I quit working for a company with a stellar reputation like BioWare’s. Well, it’s kind of like being on a roller coaster where the track is constantly changing and that the only way to get a break is to get completely off the ride. That’s what I did. I handed in my all access amusement park pass and headed out for lands unknown.
Addendum: It’s been a couple years since I wrote that piece and the only thing that has really changed is my perspective. Being a contractor isn’t any less stressful than working in-house. In fact in some ways it’s more stressful, but you do have a lot more control over what you choose to do and there is a direct correlation between the work you do and what you get out if it both in the monetary sense and the sense of accomplishment. I do miss the day to day atmosphere of an office, but there is something exciting about not knowing what lies down the road for the next year or two. Well, exciting and a little scary.