Space Marine in Development
The game designers working on Games Workshop's Warhammer 40k action game have quite a bit of collaborating to do. It seems to be quite a challenge to work with an established IP and manage a fan base who expects the world. This interview discusses some of the relationship aspects that lead to better game design. The guys working on Space Marine had to tread on new ground. In doing so they came across many small questions that may have seemed trivial, but are more important when you deal with a branded IP.
One such example comes from audio design in a game. For some indie developers the audio may be one of the last things considered or dealt with. Creating the sound effects might fall to a team member or if you're lucky, a guy who likes to work with audio. Preferably a musician. A sound effect for a weapon may be something that gets a bit of attention, but only until you find a sound that you think works and isn't overly annoying. Something as simple as a "pew pew" or "blam blam blam" sound would work in most cases. Not so in the Warhammer 40k Universe.
In the interview they mention how there was a back and forth experience in dealing with creating and adjusting the Bolter gun fire sounds. This is where attention to detail and a solid working relationship come in very handy. The guys at Games Workshop had particular notions of how they imagined that a Bolter's gun fire would sound. I'm almost sure that this is the case for all weapons, dialogue, sound effects, and music that go into this game.
Space Marine appears to be turning into another wonderfully crafted transmedia extension of the Warhammer 40k universe. The attention and care being given to this title, and in general by game studios dealing with established IPs, is admirable. As a game designer and producer, I am thankful for developers who are willing to share their works in progress. This interview reminds me that details do matter, and as long as time allows, we should pay more attention to the little things. Audio design is one of my weak areas, but after playing games like Red Dead Redemption, my ears are opening up more.
Enjoy the video and lookout for Space Marine.
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One such example comes from audio design in a game. For some indie developers the audio may be one of the last things considered or dealt with. Creating the sound effects might fall to a team member or if you're lucky, a guy who likes to work with audio. Preferably a musician. A sound effect for a weapon may be something that gets a bit of attention, but only until you find a sound that you think works and isn't overly annoying. Something as simple as a "pew pew" or "blam blam blam" sound would work in most cases. Not so in the Warhammer 40k Universe.
In the interview they mention how there was a back and forth experience in dealing with creating and adjusting the Bolter gun fire sounds. This is where attention to detail and a solid working relationship come in very handy. The guys at Games Workshop had particular notions of how they imagined that a Bolter's gun fire would sound. I'm almost sure that this is the case for all weapons, dialogue, sound effects, and music that go into this game.
Space Marine appears to be turning into another wonderfully crafted transmedia extension of the Warhammer 40k universe. The attention and care being given to this title, and in general by game studios dealing with established IPs, is admirable. As a game designer and producer, I am thankful for developers who are willing to share their works in progress. This interview reminds me that details do matter, and as long as time allows, we should pay more attention to the little things. Audio design is one of my weak areas, but after playing games like Red Dead Redemption, my ears are opening up more.
Enjoy the video and lookout for Space Marine.
Reference Link

Connect with me on Linkedin
Labels: game design