Term
| What are the responsibilities of the Design Team? |
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Definition
| Focusing on level design, game concept, storyline, character development and gameplay. |
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Term
| What are the responsibilities of the Art Team? |
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Definition
| In charge of visuals; Concept art, 3D models, 2D and Texture art and animation. |
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Term
| What are the responsibilities of the Programming Team? |
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Definition
Responsible for overall game functionality and that the game does what it does.
Programming specialties: Physics, AI, Gameplay, Sound, UI, Networking, etc. |
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Term
| What are the responsibilities of the Audio Team? |
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Definition
Responsible for everything a player hears.
Composers, Sound Designers, Audio Editors, Recording Engineers, Audio Leads. |
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Term
| What are the responsibilities of the QA/Testing team? |
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Definition
| Responsible for finding ways to break the game, think from the player's perspective and massive amounts of documentation. |
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Term
| What are the responsibilities of the Audio Director? |
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Definition
| Responsible for managing audio requirements, coordinating and guiding asset creation and last minute edits and conversions |
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Term
| What are the responsibilities of the Audio Manager? |
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Definition
| Responsible for music selection and licensing and working with record labels and artists. |
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Term
| What are the responsibilities of the Audio Lead? |
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Definition
| Responsible for attending meetings, establishing goals and controlling equipment and personnel. Reports directly to Audio Director. They are the primary point of contact per game. |
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Term
| What are the responsibilities of the Audio Editor? |
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Definition
| Responsible for editing all recordings and music sessions. |
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Term
| What are the responsibilities of the Voiceover Director? |
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Definition
| Responsible for auditioning voice talent, writing and reviewing scripts, scheduling actors and studio time and directing performance of voiceover artists. |
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Term
| What are the responsibilities of the Composer? |
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Definition
| Responsible for music creation and the final version of said music. |
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Term
| What are the audio specs for the XBOX360? |
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Definition
| 256 audio channels of 16 bit 48khz audio; In game 5.1 Dolby Digital Playback. |
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Term
| What are the audio specs for the Playstation 3? |
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Definition
512 audio channels of 16-bit 48khz audio In game Dolby Digital 5.1 surround 256 mb shared memory + Blu-Ray storage |
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Term
| What are the audio specs for the Wii? |
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Definition
64 audio channels of 16-bit 48khz audio 512 mb system shared memory |
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Term
| What is audio middleware? |
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Definition
| A game development tool for implementing audio assets. Allows the designer to create assets/data that programmers can use directly in the code. |
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Term
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Definition
| A set of code that runs the audio, graphics and AI of a game. Can be used instead of writing the same code over and over again. Separate the code from the creative content. |
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Term
| What game platforms does FMOD run on? |
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Definition
| PC, XBOX360, Playstation 3, Mac, Wii and iPhone. |
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Term
| What game platforms does WWISE run on? |
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Definition
| XBOX360, PC, Playstation 3 and Wii. |
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Term
| What game platforms does OpenGL run on? |
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Definition
| PC, XBOX360, Mac, Wii, Playstation 3 and iPhone. |
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Term
| What is the default audio engine for the Unreal Engine (UDK)? |
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Definition
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Term
| What is the default audio engine for the Crysis Engine? |
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Definition
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Term
| What is FMOD EX and how is it used? |
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Definition
| It is the code that runs the 3D audio engine. Allows for custom DSP effects to be written. |
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Term
| What is FMOD Designer and how is it used? |
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Definition
| It is used to create assets used in the game. |
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Term
| What is FMOD sandbox and how is it used? |
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Definition
| It is a test zone where sounds are tested. |
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Term
| What audio middleware tools and implemented into the Unreal Engine (UDK)? |
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Definition
| FMOD, WWISE and Creative Lab's EAX 5.0 technologies |
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Term
| Explain the concept of Memory Footprint as it is used in games. |
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Definition
| Memory Footprint = The amount of RAM needed for all audio at any point in a game. |
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Term
| Where is all the game content stored for the UDK? |
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Definition
| It is all stored in the content folder. |
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Term
| What is the purpose of the Main Editor of the UDK? |
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Definition
| Used for map navigation, implementing sounds and auditioning implemented sounds. |
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Term
| What is the purpose of the Content Browser of the UDK? |
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Definition
| Used to manage assets and choose actors. |
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Term
Explain the different file formats used in the UDK? .UPK and .UDK |
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Definition
.UDK - Source files used for audio
.UPK - Packages containing source files (.UDKs) |
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Term
| What is real-time audition and how is it used in the UDK? |
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Definition
| It is a mode you can switch to that allows you to listen to your sounds as you place the actors in the Main Editor. |
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Term
| What is Show Flags and how is it used? |
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Definition
| It is a setting that allows you to show or hide the control parameters of the objects you've placed in the Main Editor. |
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Term
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Definition
| They are emitters that trigger audio samples and define their behavior. |
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Term
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Definition
| It is the icon used for Actors. |
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Term
| What is an audio radius in UDK? |
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Definition
| It is the visual representation of a sound actor's audible zone. |
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Term
| What is an AmbientSound actor and how is it used? |
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Definition
| It is a sound actor used for CUE files. Has no min/max range. Perfect for creating interactive behavior. |
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Term
| What is an AmbientSoundSimple Actor and how is it used? |
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Definition
| It is a sound actor used for sound wave files. Looping sounds. Can contain multiple sounds. |
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Term
| What is an AmbientSoundSimpleNonLoop Actor and how is it used? |
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Definition
| It is a sound actor used for non-looping sounds (one shots) Can contain multiple sounds. Perfect for stingers. |
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Term
| What is the Sound Cue Editor and how is it used? |
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Definition
| It is a tool that allows for the building of interactive behaviors of sound cues. Contains the Speaker node, the Sound Node Wave, the Attenuation Node, the Mixer Node, the Loop Node, the Modulator Node, the Random Node, the Delay Node and the Continuous Modulator Node. |
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Term
| What is the function of the SoundNodeWave? |
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Definition
| It is the sound the Sound Cue Editor is manipulating. |
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Term
| What is the function of the Attenuator Node? |
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Definition
| It is used to control spatialization, attenuation and radius properties. |
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Term
| What is the function of the Modulator Node? |
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Definition
| It is used to randomly modulate volume and pitch. |
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Term
| What is the function of a Continuous Modulator Node? |
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Definition
| It is used to add continuous changes in volume and pitch. |
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Term
| What is the function of the Mixer Node? |
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Definition
| It is used to control the static levels of the SoundNodeWave. |
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Term
| What is the function of a Random Node? |
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Definition
| It is used to play a Sound Node randomly. |
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Term
| What is the function of ReverbVolume? |
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Definition
| They are used to create Ambient Zones. |
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Term
| What is the function of an Ambient Zone? |
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Definition
| It is an inexpensive interior/exterior Occlusion tool. It helps transitions between multiple areas. |
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Term
| What is Kismet and how is it used in UDK? |
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Definition
| It is a scripting tool that allows level designers to create scripts for gameplay events. |
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Term
| What is a builder brush and how is it used in UDK? |
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Definition
| It is a tool used to design a Volume. |
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Term
| What are the 5 distance models available in UDK? |
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Definition
| Linear, Logarithmic, Inverse, Natural Sound and LogReverse. |
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Term
| How is the Linear Distance Model used in game? |
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Definition
| It is used for looping ambiences and low detail sounds. |
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Term
| How is the Logarithmic Distance Model used in game? |
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Definition
| It is used for exact 3D positioning and incoming missiles and projectiles. |
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