Intro
Hi! My name is
Franco Freda, and Im
Head of Audio at
Paradox Interactive.
Today Im excited to talk to you about
Victoria 3 and some of the work weve been doing for the soundscape of our most anticipated title yet!
As you all know, a video game takes a long time to be made, and it goes through multiple development stages, from pre-production all the way to release. Depending on the scope of the project, it will involve dozens of different disciplines through its pre-release life cycle:
Game Design, Programming, 3D Art, 2D Art, QA, and UI/UX just to name a few.
Theres a general misconception that
Audio comes last, and while this is typically at least partly true, (
when it certainly needs to wait for some other assets to be done to add sound to them for instance, or when it comes to the final mix) a project as big and ambitious as
Victoria 3 has had several internal last stages where systems and content have been considered
done, only to be refined and polished, several times before you get to see it on your game libraries.
For us in the
Audio team, this means that we have been constantly evolving our way of approaching all the different aspects of the game several times in the last few years, every time thinking that we had it! Only to realize we could do it
better.
This amount of iteration and passion has made it possible to bring you an experience we truly hope youll enjoy as much as we have while building it.
Soundtrack
Paradox Games always have had great soundtracks. We know how much our fans love it, and how much of a central part of setting the right atmosphere they play. For
Victoria 3 we teamed up with some of our most trusted partners to come up with a soundtrack that truly captures the style and feel of the era.
Im talking about
Hkan Glnte, Audinity (Yannick Su and Robin Birner), and our own
Andreas Waldetoft. The result is over
2 hours of music that will help you feel right in the middle of the
19th century.
Some of this music you can already listen to by searching for it on all
major digital streaming platforms, such as Spotify, Apple Music, or Youtube.
The rest includes a
complete remaster, with new live performance recordings for the
Victoria 2 Soundtrack, which will be given for free to all pre-orders as a
bonus.
Last but not least and for the first time ever, we are bringing forward a new concept for our
Music Manager handling that we call the
Music Density System. The result of this system is a delicate balance between 3 components:
- Moods or underscore, will carry the music feeling for extended periods of time in a more adaptive fashion, with random and unpredictable sections that connect seamlessly and extend the duration of a piece in a less distracting way.
- Waits or silence segments, for the world map to shine through and facilitate focus and concentration while you're strategizing what to do next, and, of course
- Themes, the most memorable and recognizable music pieces that will accompany you throughout your play-throughs and act as the musical banner for Victoria 3.
Music System Cycle
Event Pictures
Many scenarios that
Victoria 3 will offer you to take action on are going to be presented in the form of
Event Pictures. Art has done an amazing job in portraying them more alive than ever, with a super cool
parallax effect, that gave us an incredible
opportunity for sound design.
For these scenarios, we wanted to shift the
players attention to this little window to the world as much as possible, and this of course starts with the
mix, making the rest of the soundscape dynamically reduce their presence, as they are welcomed by a
Music Stinger (a short musical segment) that precedes a combination of sounds that are related to the images portrayed within.
Diegetic and Extradiegetic sound elements are combined to give the correct feedback according to the type of event youre presented with, and set up the stage for decision-making!
Anatomy of an Event Picture Audio Trigger
UI/UX
The first consideration to be had when building the
UI sounds for a game such as this one is to make sure to approach it from a
systemic perspective. This way, all sounds that are produced by the interface should convey certain
information to the player as soon as they are heard and hopefully provide some guidance on what to do about them. The most important aspects are
urgency,
type, and
importance.
Another aspect we considered for
Victoria 3s UI mix is
Balance, which means positioning the sound based on the area of the screen to which the sounds are being connected.
Another aspect of the UI that has been enhanced via
Audio has to do with the several
VFX elements that are visible on the screen directly on the
Map. This also acts as
positional audio that captures the player's attention.
Master Ambient System
One of the most significant areas of development for Audio regarding
Victoria 3 has to do with our new
Master Ambient System. This, in a nutshell, is a
scanner system connected to the camera that translates the
province data visible below and translates this information into
parameters before feeding it to our
audio middleware FMOD, so that it can mix the sounds of the
terrain in real-time and give the most accurate representation of ambient sounds possible.
This system works in the
horizontal axis as well as the
vertical axis, blending
airy, windy tones when the camera is far away from the ground, as well as
ocean sounds, forests, deserts, tundra, etc. when the opposite is true.
The fact that this system is driven in
real-time means that should the province data change for whatever reason by the players interaction or anything, in particular, this new information will
automatically be translated to the system and reflected with accurate sound.
Logically, the system also recognizes
hubs and
other layers of information that will, instead of creating an ambient bed, place
3d sound emitters on top of
cities, industry hubs, and military structures.
Audio Profiles
One more thing surrounding the games mix and also for the first time ever! As a player, youll be given the option to fine-tune the mix before the
audios endpoint, with a few profiles specifically designed by us for the most common scenarios:
Headphones, TV, and Night Mode, among others.
Final Words
This project has been an incredibly fun ride leading up to release and involved many sound designers, audio leads and directors, composers, and producers, who all contributed with their best ideas and skills to create a sound atmosphere that would be worthy of the kind of project this is. Countless work hours, recording, editing and planning, implementing, debugging, and testing. People and locations across multiple countries all coming together to make this all for you, our fans.
We want to thank you for your support and look forward to hearing your thoughts!
[ 2022-10-20 16:01:27 CET ] [ Original post ]