SOUND MAKERS | DESIGNING HORROR SOUNDSCAPES WITH MARK ANGUS
/I was recently interviewed by Kef for their Sound Makers series on creatives working with sound and music.
I was recently interviewed by Kef for their Sound Makers series on creatives working with sound and music.
I was recently interviewed by Behind The Glass Magazine on interactive audio in videogames.
http://www.behindtheglass.uk/article-select.php?id=42&cat=113&pag=1
Mark Angus, award winning Sound Designer, took time out of his busy schedule to talk to Behind the Glass. Known for his work on Harry Potter, Need for Speed, Alien:Isolation, Telling Lies and Fast and Furious Crossroads, we discuss his career and some of the challenges being experienced by game audio during the pandemic.
Angus made the transition to games from music after studying a post graduate degree in Post Production Sound at Bournemouth Media School. “I was privileged to get my start in the videogame industry at Electronic Arts, and worked for them in one form or another for a number of years” said Angus. “I’ve also worked for other major UK games studios, including Creative Assembly. About 6 years ago I decided to go freelance and set up Gladestock Studios, and have been working on games, TV and film projects for a number of clients since then.”
The games industry has changed significantly over the past few years. “We’ve come a long way as an industry since I started back in the Playstation 2 era, much of the challenge was about how to overcome the technical limitations of the platforms to achieve as high a quality a sound as possible” said Angus. “In the last 15 years or so both the development software and the games consoles have progressed so that we can reproduce sound on a par with Hollywood movies. The challenge has become to produce ever more immersive soundtracks that take advantage of the unique relationship we have with our audience, their interaction and control of the game experience. We’re moving forward into an era where technology such as Dolby Atmos is putting a new focus on 3d sound in the home environment. We’re uniquely suited to take advantage of that as we’ve been crafting 3D worlds for many years.”
As games are readily available on many different platforms, Angus needs to make sure that the mix works every time. “This is an area where we have some advantages over linear sound; the player can choose in-game options that allow us to tailor the mix for whatever platform they are experiencing on. We can affect the final mix through EQ, compression, limiting as well as real-time mixing the game differently depending on speaker type and setup; whether small stereo speakers on a phone or a large home cinema Dolby Atmos system.”
With games now telling more complex stories, we are seeing more cinematic aspects incorporated into their sound design. “We’ve had to learn and adapt from cinema as much as we could, in terms of asset creation, use of foley, use of surround, mixing, and adapt it all to the interactive medium” added Angus. “I watch a LOT of film and television, looking at how it is mixed, how the sound designers approach special effect sounds, and then reverse engineer that into a game environment. The production quality of top tier cinema is incredible (and usually with much larger budgets than us!) but as an industry I think we match and even surpass it in our interactive experiences.”
“Creating an atmospheric soundtrack has a lot to do with being able to deliver the right sort of audio for the different gameplay moments in a game. So when the action is hot, you need to be able to deliver bombastic sound effects and music. But when the player chooses to explore the game world, spending a lot more time in your soundscape than a film viewer would do, you have to have crafted enough variety, interest and immersive detail to keep them grounded in the game universe, and make them feel they are always a part of it. There are so many stories we can tell just in audio that can happen away from the gameplay and visuals.”
Angus has had some rather challenging projects to work on too. “I think creatively, the most challenging of recent years was Telling Lies. Sam Barlow’s games are a genre to themselves, neither a traditional video game nor a traditional TV/film experience. So the approach to every aspect of production is unusual. We were creating a living, breathing New York apartment that changes subtly around you as the hours of the game progress, and doing so with almost no visuals to support that. At the same time, we designed an interactive music system that had to deliver meaningful music in sync to video content that you could watch in any order, at any pace, stopping and scrubbing back and forth at will. The interface of composer, music system design and an amazing data system that tracked and anticipated the player’s cumulative experience of the game, it was something magical when it came together.”
As for creating sounds, Alien: Isolation presented Angus with some challenges. “We had to design a motion tracker that did something that it never had to do in the movies, actually work! What sounds good for 2 or 3 seconds on screen doesn’t necessarily work over hours and hours of gameplay, and doesn’t necessarily support the function of the object, such as tracking a moving Alien. The visual design and my audio design of that went through many changes, trying to nail something that both felt completely authentic to the movies, and made the game scarier. I think we succeeded!”
Like many, with the COVID- 9 pandemic and lockdown, the games sector has also been affected. “Major upcoming game releases have been pushed back and areas such as physical media production and distribution are severely affected” said Angus. “However, as a technology-based industry we’re extremely well set up for remote working, and distributed teams. I am part of the team with ‘Slightly Mad’ and they’ve been making games entirely remotely for over a decade with team members across all time zones. So they’ve very much taken this in their stride.”
The main challenges right now for audio are the lack of access to larger facilities for things like foley and dialogue recording, post mixing. “For people like me who already have home studio facilities, my work is nearly all remote, the actual day to day of sound effect creation and implementation has been able to continue. I think moving forward the games industry will embrace work-from-home much more comprehensively. It suits the sort of work-life balance that the industry tries to achieve. When I went freelance and set up my own facility, I was placing a bet that more audio work generally might be outsourced, with smaller in-house teams and a more contract/remote approach to sound. I think Covid-19 will only accelerate that.”
As for his home set up, Angus uses plug-ins, such as the Soundtoys Crystallizer which he finds great for making UI/menu sounds and fun effects. In terms of libraries he likes the Bluezone bespoke ones as he finds they have great recordings with depth and impact - he has used these a lot on Fast & Furious.
As for advice for up coming audio engineers who want to get into games, Angus says its important to understand the interactive challenges of game audio. “When I started, the Catch-22 was that you needed experience with games development tools, but couldn’t really do so unless you worked in games. Now you have major games engines like Unreal or Unity free to download, and audio middleware like Wwise also free to experiment with. A smart showreel only goes so far, if you can show you understand the interactive challenges and have got your hands dirty with industry tools, you’ll be at a distinct advantage.”
Interview and lecture I gave recently at the UCA on Videogame Sound Design
https://blog.uca.ac.uk/interview-with-mark-angus-sound-designer-9069d2dbf584
A Sound Designer is somebody who makes sound effects, whether for film, television or video games. Sound Design encompasses a lot of different things — recording sound, editing sound, putting material together to make new effects, adding it to moving image, and so on.
After university, I originally went on to become a musician. I DJed and I wrote my own electronic music, I was in a band and I ran my own record label. However, when I reached my late twenties, I decided to retrain. I went back to university to study a postgraduate degree in Sound Design for the Moving Image, with a view to getting into the Gaming industry afterwards.
For a couple of years, I worked on a few small features and some indie work, and eventually I landed a job at Electronic Arts, a leading global interactive entertainment software company. This was my first job in the Gaming industry and I’ve been working on games ever since.
I originally studied English at Oxford University and then basically ripped that up and went off to be a musician! I was gigging a few times a week and living the life of a musician, which was great for a little while. After some time, I realised I wanted to settle down, maybe get a house and get married, so I decided I wanted to do something else.
A friend of mine was working for Electronic Arts at the time, and he told me about the guys he worked with who made the sounds for the games. He explained about the big recording studios where they work together to create exciting new sounds. I instantly thought… I could do that.
I had played games all my life and gaming had always been a part of my culture as a musician and artist, but it never occurred to me that Sound Designing was something I could do as a job!
As it hadn’t really been a career option for long, most people getting into the industry had a music background like myself. I went and did the postgraduate degree, where I learned all about film and telly and linear sound — but always with the mind I wanted to get into video games.
We won a BAFTA for Alien: Isolation, which was definitely a highlight of my career. Other than that, I also really enjoyed working on the Harry Potter games. In terms of learning the depth of detail about the industry, it was fantastic. These games had huge budgets and they sold a lot of copies. There was a tonne of dialogue to record and some really inspiring composers working in the team. I learnt an awful lot working on a franchise that has a lot of passionate fans — it felt like what we were creating really mattered.
The quality standards and expectations of sound effects has increased hugely over the years. Budgets have gone up, the size of teams has gone up, and the amount of material required has gone up. For a big budget title, back when I first started, I worked in a team of two people. By the time I was Lead Audio Director, working with composers, sound designers and so on, there totalled about 16 people in the team.
My advice for students is always to get involved in as many projects as you can outside of just the syllabus on your course. For me, the real value of my postgrad was not just the lessons I learnt, but the people I worked with. I went and volunteered on student films and got involved in any project I could. Some of my peers went on to be film and television directors, or worked in the video game industry.
Importantly, I learnt about being a part of a team. Working collaboratively is a really big part of the gaming industry. So, go and find the film students, find the performing arts students, and offer to do some sound design for them. You never know you might be working with them again in the future!
A full-length interview and analysis that I've done with Matt Lightbound from ThinkSpace Education, looking at sound design for A:I and video game horror in general.
Watch me sweat bullets and get LPF and HPF confused in this short video introducing ThinkSpace Education's Sound Design course, on which I am a tutor.
Doing sound design with a camera watching and in 5 minutes is terrifying!
I was delighted to be asked to talk at the recent Virtual Futures panel on World Building. It was a chance to talk about the Virtual Reality and Augmented Reality revolution that is happening right now.
The panel included Jeremy Dalton (Innovation Consultant at PwC), Dr Marco Gillies (Senior Lecturer in Computing at Goldsmiths), Tanya Laird (Digital Jam Ltd) and Shen Ye (VR Product Specialist at HTC).
It was a fascinating discussion that ranged from the practicalities of storytelling and world building within VR to whether the technology will change the creative arts (and indeed industry and everything else) in the way it is advertised to do.
Virtual Futures will put the video up from the evening in the future, and I'll add that here.
One of the most fun parts of working on Alien: Isolation was getting to choose and work with talented outsourcers. All the foley for the game (both in-game and for the cutscenes) was recorded in Theatre 2 at Shepperton with the hugely talented Glen Gathard and his crew. Their work on films like Prometheus gave them a unique insight into the sort of foley that we wanted, and the unusual approach we took both to the recording and implementation of foley in A:I played a big part in the final game's high production feel.
Heading up music and sound for Alien: Isolation, the videogame incarnation of a hallowed movie, so famed for magnificently harnessing audio… What a gig - and an awesome responsibility for Mark Angus and his team who certainly stepped up to the table, delivering a critically acclaimed cinematic horror tour-de-force.
Angus: “Audio is such a huge element of any horror experience – we had to be the glue that held everything together - prefiguring, anticipating, confounding… generally messing with the player’s head. Each moment had to seem carefully crafted and mixed like a linear film yet also use the advantages of our interactive medium to go further, providing a unique experience for each player. Imagine if everyone walked out of the original Alien film with a different story to tell… Alien: Isolation is decidedly non-linear in its moment-to-moment gameplay, but we tried to shape it to feel directed at every turn.
“In many ways, our biggest challenge was our biggest asset. The Alien and other enemies are mainly AI driven - reacting to player behavior, using the open environment to hunt you down. A traditional ‘scene’ with camera control removed and a start/end sync point triggering audio is rare. You might play an hour without a single scripted moment or encounter meaning that, from first principles, we had to rely on player input and the Alien/Working Joe/NPCs to sculpt the audio experience. We had to anticipate moments, preparing the mix dynamically, plus respond to ‘sync moments’. We’d constantly monitor the relationship between player and enemy, in data, and be ready to react.
“For example, we knew how aware the Alien was of the player, how close it was, whether it was setting a trap or moving fast towards you; we also knew whether the player was looking in the Alien’s direction, how stealthy their movement was, etc. We’d take this information and, for each encounter, choose what might happen.
“Imagine you’re hiding in a locker and the Alien’s approaching. You might have just been running from it, and the music is reacting to its awareness of you, pumping up intensity, mixing away the rest of the audio. The music climaxes as the Alien stops outside the locker but it loses interest and walks away - the music slowly simplifies and drifts off leaving the hum of the spaceship. But if you’d just got into a locker and weren’t aware of the Alien, and it wasn’t aware of you, the music might not be playing - then when you suddenly glimpse it through the grill - we register that and play a sting - bam, jumpscare! The player gasps in shock, her breathing rate rises and becomes ragged, you lean back and hold your breath… The moment feels linear, designed, but actually no other player might ever get that same combination at that precise spot.”
For Angus, this ambitious approach has paid dividends but not without some lessons learned: “Don’t be afraid to re-visit those first principles! If something is proving hard, and you’re adding layer upon layer to solve it, go back to the start and re-assess your end goal. We actually reset our Wwise project entirely upon entering production to have a clean sheet, only bringing forward the things we knew worked and were really needed. And generally, less is more - the most elegant solution is the simplest. Put yourself into the player’s seat and focus on what’s most important for them. Sometimes that means hearing nothing, allowing imaginations to run wild. We’ve reached a stage now in videogames where we can deliver high quality sound whenever we want, so the question becomes, do we need to? Does this moment need music? Does the player need dialogue to get what’s happening? Sometimes you have to be the guy who argues for not putting a sound on something even if you can…”
Podcast with Lead Sound Designer Mark Angus and Senior Sound Designer Byron Bullock
Homepage for Gladestock Studios