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简述游戏中的话外音处理需知要点

发布时间:2011-07-20 17:12:34 Tags:,,,

作者:Alexander Brandon

在电子游戏中,话外音是最演变最为迅速的领域之一。一款表现平庸的游戏可能只会获得Audio Atrocities网站(游戏邦注:一个专门评论电子游戏中出现糟糕声音表现的网站)的差评,而《暴雨》、《刺客信条》 和《德雷克船长的宝藏》,还有卡梅伦在电影《阿凡达》中运用的动态捕捉+声音表演技术,却是展示技术完美融合的典范,同时也为游戏叙事方式树立了榜样。

heavy_rain(from geekspodcast.com)

heavy_rain(from geekspodcast.com)

但音乐和音效设计往往更索然无味,这一领域常有一些被误解的注意事项,正如任何领域一样,如果你没有意识到这些注意事项的存在,你迟早会被这些问题反咬一口。

如果你也是游戏制作人,相信以下信息多少会让你的产品受益。

紧张的声音

在脚本创作过程中,叫声或喊声(台词)经常被忽略。如果这类台词分散在脚本中,那么你可以运用整体镜头中的混合表现法。

更响的声音,特别是在战斗场景中的运用和反应,会引起声带负担过重,从而导致声音嘶哑、粗糙、低沉,之后甚至还可能引起感染和喉咙痛。为了使工作更具连贯性,还是将这些台词保留到声音录制的最后环节吧。

尤其要注意的是,如果5%至10%的台词都属于这种紧张台词,最好能在演出前尽早告之演员或选角代理人,以便他们提早做足准备。

作为一名声音导演,我充分了解游戏制作团队中的变量因素,也意识到台词完全可以在表演当天编写和调整,但提前几天做好,可以保证工作井井有条,如果考虑到能节省不少时间和麻烦,提前做足功课还是很值得的。

保证演员在麦克风录音前熟悉台词,保存重要的声音以备下次录制之用,这两部分工作都很重要。

氛围声音

氛围声音是个比较新的术语,它是由演出联合会指出的,用于指代游戏行业对大型RPG或MMO的“标准声音集合”。一个标准的集合包括问候语、简单的AI响应(如正面NPC角色受攻击时发出的声音)、道别、对各种来源伤害的反应和表示死亡的声音。

运用氛围声音受到相关协会条例的规范,根据条例可以节省不少时间。我引用的是AFTRA(美国电视与广播演员联合会)的规格标准。SAG(美国演员工会)和AEA(演员协会)也分别有各自的规范,详情请点击此处链接

除了对氛围声音的规范,制作人务必直接参与游戏中的角色分配工作,这样也好在记录联合项目的演出会话前熟悉相关条款。

之后我还将陆续发表这个主题相关的文章。希望你的新游戏能够从中受益。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Voice Over For Producers: Just The Facts, Ma’am (Part 1)

by Alexander Brandon

Voice over is one of the most rapidly evolving disciplines in video games. Where before one could expect an average title to end up on Audio Atrocities, projects such as Heavy Rain, Assassin’s Creed and Drake’s Fortune, in addition Cameron’s mocap+voice acting techniques in Avatar shows a merging of technology and the bar for dramatic presentation of story getting set much higher in games.

But where music and sound design are typically more cut and dry, voice has a few considerations that are misunderstood all too often, and as with any discipline, if you aren’t aware of these considerations they can come back and bite you.

As a co-chair of the Game Audio Network Guild’s Voice Acting Coalition, I work with the other co-chairs to disseminate such information and this blog post is one of many steps to make that happen. If you’re a producer this information will help you and your team provide a better product with less headaches.

Stressful voices

One of the things that often goes unnoticed during the script writing process is loud / yelled voice lines. If such lines are scattered throughout a script you can end up with a mixed bag of overall takes.

Louder voices, particularly exertions and reactions in combat scenarios, can lead to overtaxing of the vocal chords and a hoarse, gravelly, lower pitched tone, and even possible infection and sore throat afterwards. Save these lines until the last part of your sessions to ensure more continuity.

Above all, if over 5-10% of the lines are stressful lines, it is best to inform the actor or your casting agent as early as possible before a session so they can adequately prepare.

As an audio director I’m well aware of the dynamics of game teams and realize lines can well be written and changed on the day of the session itself, but it is most definitely possible to get your ducks in a row at least a few days beforehand, and the time and trouble you’ll save overall is worth it.

Just as important as saving an important voice for a future session that might come soon afterwards is the actor’s familiarity with the lines before they get in front of the mic.

Atmospheric voices

Atmospheric voices is a relatively new term incorporated by acting unions to indicate what we in the industry call “standard bark sets” for RPGs / MMOs with large character counts. A standard set will include greetings, simple AI responses such as being attacked if they are a friendly NPC, goodbyes, exertions and reactions to injury from various sources, and death vocalizations.

There are union rules on using atmospheric voices that can save a bundle from the regular rate, head here to read about them, my reference in this case is specific to AFTRA’s specifications on page 3 of their interactive agreement. SAG and AEA each have their own specs:

http://www.aftra.com/documents/2010_Rate_Sheet_Final_Revised_1-22-10.pdf

Aside from the specifics on Atmospheric Voices, it is important for any producer working directly with casting of roles in a game to become familiar with this agreement well in advance of booking sessions on a union project.

There will be more tips to follow in future posts. Watch this space and may you be blessed with riveting drama in your next game!(source:gamasutra


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