I excuse if there were such topic in this forum. I am not good in english, so it is difficult to read much texts.
I am a programmer. And i have got a task to integrate fmod into our game. Then my boss plans to give demo of our game to outsourcers and they will make music and sounds for us.
As i think now, i must integrate fmod and set event calls in appropriate places of code. In this case i must devise event names and make some document where i describe these names and these meaning. Then i give this document to outsourcers for their job. In case where event has some parameters i must think how they may affect the sound and set ranges for them and, as before, describe its in document.
So, this is variant where i dictate my requirements to designers.
But, from what i have read in docs, i have suggestion that designer must be more independent from programmer. May be the designer must do his work first, and i after him? Or we must work together?
So, what is the right approach? Who must have the priority in dictating requirements? Programmer or designer?
- itten asked 10 years ago
The programmer(s) priority should be on trying to make the designers visions and ideas come true. The programmer should under no circumstances dictate the sound design but propose how it can be altered and optimized to be usable in-game. With my experience with FMOD designer I have seen some really over-the-top designs from our designers and even though I know they sound awesome, as a programmer I can’t let them have such performance killers in the game. What I generally try to do is to tell them what their creations cost and what parts of the creation that is expensive and then it’s up to them to optimize. Using a datadriven API such as FMOD designer gives the sound designers more control but they are also more responsible for the performance of the sound system.
Frohagen, as i got it, i should give game demo to outsourcers. They make sound content for game and after that (or during that) they tell me what events there will be and what i must do to help them. For example, they create sound of breaking glass when car hits shop window and ask me to add such event to the game to let them to listen it. If thier request is too expensive i tell them about it and ask to rethink
Do you mean such kind of collaboration?
- itten answered 10 years ago
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