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	<title>Christopher Hegstrom: Audio Director</title>
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		<title>Isn&#8217;t being a Game Audio professional enough?</title>
		<link>http://www.chegstrom.com/blog/?p=4</link>
		<comments>http://www.chegstrom.com/blog/?p=4#comments</comments>
		<pubDate>Sun, 12 Sep 2010 19:25:27 +0000</pubDate>
		<dc:creator>chegstrom</dc:creator>
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		<description><![CDATA[I was out to lunch with a couple of car game audio directors &#38; one of them said something that resonated with me. &#8220;Most audio directors build technical systems that will make good talks at GDC.&#8221; I laughed nervously as I thought of my application for the 2011 audio track. It&#8217;s so true to some [...]]]></description>
			<content:encoded><![CDATA[<p>I was out to lunch with a couple  of car game audio directors &amp; one of them said something that  resonated with me. &#8220;Most audio directors build technical systems that  will make good talks at GDC.&#8221; I laughed nervously as I thought of my  application for the 2011 audio track.</p>
<p>It&#8217;s so true to some extent. Going from the technical limitations of  the last generation of game platforms to the current one, it&#8217;s allowed  us more memory, more CPU, but most importantly, the ability to introduce  more complicated audio systems that we can make anachronisms for.  D.A.M.N. (Dynamic Audio Mixing Navigation)&#8230;don&#8217;t steal that, I might  use it.</p>
<p>Marty once gave the example of doing audio for a pen dropping onto a  counter. He asked if it would be easier to detect the distance between  the pen &amp; the counter, calculate velocity, material type &amp; then  divide the relative impact volume by 2 for each subsequent hit after the  initial one&#8230;.or just record a #%*$ing pen dropping onto a counter.</p>
<p>The first example would make for a great technical talk. You get all  the programmers nodding &amp; scratching their chins, &amp; designers  thinking of how they could build a similar system, but the second  example would most likely be more effective &amp; definitely less time  consuming.</p>
<p>The same could be said for the creative aspect of game audio design.  It&#8217;s so much sexier to talk about some daring field recording or the  orchestral arrangement for the Prague Philharmonic. Why do you think  half of our professional profile pics are either in front of some fancy  mixing console or of us holding a shotgun mic at the zoo? Because it  makes for better stories.</p>
<p><img class="alignnone" title="Rhino" src="http://lh6.ggpht.com/_Hn9IG2r8kFk/TI0oytZay5I/AAAAAAAALGo/2B7LQSYFmCU/chrisRhino.jpg" alt="" width="448" height="336" /></p>
<p>Part of me really likes those out of the box experiences like  hanging onto a jutting rock overlooking the PCH to get that amazing surf  sound or having the zoo keeper smack the rhino to get him to growl at  my DAT recorder, but the other part of me resents the fact that the  Foley artist gets 5 minutes on the behind the scenes while I got 1, or the  cold hard fact that the surf sound is unintelligible white noise &amp;  the rhino roar has too much ambiance to use.</p>
<p>Programmers &amp; producers don&#8217;t have to do a dog &amp; pony show  of flashing lights &amp; exotic locales, but I guess their professions  are a little less creatively schizophrenic. If you look at game audio  curriculum or any &#8220;making of&#8221; footage, there&#8217;s usually some audio guy  wearing a hoodie in a dimly lit room, nodding his head to some beat that  was either produced off-site or last minute using PC shareware with  headphones &amp; is only being played back in this sexy recording studio  to make for a good sound bite (pun intended).</p>
<p>I hope as we grow up as a discipline we can slowly separate our  image from that of the wanna-be music producer &amp; expose the public  to the more realistic (yet less glamorous) image of the more procedural  &amp; game-state driven aspects of our profession. More AK events &amp;  less shotgun mic headshots (pun once again intended).</p>
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