﻿WEBVTT

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[hacking computer sound]

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<v ->I really like the section of this map.</v>

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<v ->Yeah. And we talked in the mix.</v>

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We can just turn it down.

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[loud video game sound]

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<v ->That got me.</v>
<v ->That's a good one. Yeah.</v>

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<v ->That got me real good. That worked out nice.</v>

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<v ->Yeah.</v>

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[suspenseful music]

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[hacking computer sound]

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<v ->Nassim, you ready for me?</v>

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<v Nassim>No.</v>

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<v ->All right.</v>

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So we're here in one of the audio bays and I'm here with our

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audio director. Nassim.

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We don't really argue about this too much,

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but I believe that the music, it's not just music, right?

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<v ->Yeah. The thing about music for this type of game</v>

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is that it serves as a tool,

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and we really wanna blur the lines between

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ambience and music.

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We wanna serve music as a tool to go ahead and support a

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scene. But similarly, we want to set a mood.

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And for a game like ours, mood is everything.

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[loud metallic thud]

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<v Glen>There's different kinds of motors</v>

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and machines in the game

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and we'll say make them scary.

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You could just make a motor sound like a motor,

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but you could deepen it or whatever.

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And so, we try and think of scary for everything we do.

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What makes Callisto protocol scary? It starts with tension,

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making sure there's creepy stuff going on.

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There's weird sounds in the background.

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The music that's awful [eerie sound], you know,

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we've been looking at games,

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but it's more the movies that will start new trends.

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[hacking computer sound]

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First saw it in Sicario 2, believe it or not.

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[deep beat sound]

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One of the trend that we started seeing is the low sound

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that would Mmm, Right.

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<v ->A lot of baritone downers.</v>

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Just an ominous use of a base tone or a cello.

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It really sets the mood. It seems to be the trend lately,

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and we kind of vibed with it and rolled with it. Yeah.

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[ominous sound]

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I think it certainly matches the,

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the soundscape or the landscape a little more.

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<v ->You think that's gonna go well with the uh,</v>

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[deeper ominous sound]

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That's cool.

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<v ->Yeah, let's play it some more.</v>

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<v ->We'll keep it, we'll keep it down a little bit lower</v>

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so we hit a win still.

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[deeper ominous sound]

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<v ->Let's go for a walk.</v>

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<v ->Seeing a mountain in the background, or going on this when</v>

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that sound goes on.

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<v ->When it crests.</v>

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<v ->Yeah. Would be great.</v>

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I don't know if we can time it that well though. Can we?

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<v ->Totally. We have all, we have all our music in stems,</v>

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so the higher frequency stuff is one stem.

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We can use triggers when we go over specific landscapes to

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play these lower kind of brams. [ominous sound]

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<v ->Doesn't, doesn't that sound like, Oh man,</v>

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I'm seeing something different I haven't seen before.

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<v ->Yeah.</v>
<v ->Like what is this thing.</v>

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<v ->Exactly? Is this an alien?</v>

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Is this alien tech? Is this human made?

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What is this stuff?

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[high pitched eerie sound]

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This one has some low hits on it.

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<v ->That feels like an interior to me.</v>

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<v ->Gotcha. Well let's take a listen to something else.</v>

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[deep eerie sound]

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<v ->Maybe it's, it's kind of,</v>

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[deep suspenseful sound]

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Well, that's pretty neat.

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<v ->It's got some little.</v>

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<v ->I dunno if that's an exterior though. That's a good one.</v>

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So let's.

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<v ->Let's heck out another.</v>

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<v ->Yeah, Okay.</v>

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<v Nassim>The first thing Glen and I ever talked about</v>

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was music and how important music was to the horror genre.

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Glen is super passionate about the genre, and music is maybe

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the most effective tool from an audio perspective to apply

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tension, foreshadowing, lead up, build up, and you know,

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craft special moments.

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[Zombie grunts sounds]

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[loud thud]

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There's two types of doom drones that we're kind of using to

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make tension while in combat.

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Some are a little more intense than others,

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and what's cool about these is that we have these in

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separate layers, so we could choose at what point in combat,

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depending on how much progress you're making to start,

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like unlocking some extra layers.

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[high pitched sound][grunting sounds]

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<v Glen>Sound effects are a layer.</v>

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Then there's a layer of the music.

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And music doesn't always mean like beautiful music.

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It is composed, but it can be weird and,

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and it really sets the tone.

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[deep brassy sound]

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<v Nassim>We were lucky enough</v>

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to get an apprehension engine made for

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the studio and specifically for the title.

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This cool device was actually made by a bunch of sound

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designers that served other Hollywood horror movies over the

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years. [High piercing sound]

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So they took it upon themselves to build this concoction,

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this device, which is half instrument [airy sound]

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half noise maker.

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<v ->I've only heard about it using Hollywood, so I,</v>

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I don't know of any game that's that's used it yet.

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[hypnotic sound]

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<v ->You wanna hear some apprehension engine.</v>

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<v ->Oh, you bet.</v>

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<v ->Check this out.</v>

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So we got longer ones and we got shorter ones that we hope

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to sprinkle.

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[apprehension engine sound]

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It's got a bit of an arrival vibe.

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<v ->Which we want more horror. Yeah.</v>

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<v ->And then we have shorter cues that we just play as little</v>

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brands or splashes.

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[deep eerie atonal sound]

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I'm particularly fond of this part of the instrument.

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It almost sounds like violins.

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<v ->Have you seen the Ozarks?</v>

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<v ->Yes. You're. Yes</v>

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<v ->It kind of has that.</v>

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<v ->That vibe to it.</v>

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<v ->Yeah.</v>

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I don't think it's quite us, but keep going.

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<v ->What's cool about these types of elements is that we could</v>

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play 'em on top of like other textures.

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So sometimes we just have these textures and on top of that.

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[Whooshing textured sound]

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<v ->It sounds like something's alive.</v>

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<v ->Kinda.</v>

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<v ->Way deep in that.</v>

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<v ->A vocal element, hey,</v>

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almost for tunnels would be relatively useful.

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<v ->I love the apprehension engine, man.</v>

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<v ->It's beautiful.</v>

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<v ->What a good find.</v>

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<v Nassim>It's awesome. I'm really happy we have it. Yeah.</v>

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<v ->At first we were kind of randomly putting it through the</v>

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game.

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Now we're kind of triggering them so that we know exactly

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where that sound is gonna come up,

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so it adds something to it. Okay.

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Let's make it a little bit louder as you get to the door or

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get some apprehension engine in here.

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[startling sound]

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Well, we talk a lot about timing.

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When you have a scare moment, we usually have a stinger.

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You have to be within a 10th of a second of it.

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So timing is everything.

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<v ->Film is linear,</v>

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which is awesome in the sense that you could plan everything

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out and the composer knows exactly where to place his

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pieces.

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The beauty about interactive audio is we have a lot more

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control of what we decide to play when,

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[eerie sound]

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and we work with the composers to break apart the different

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segments and the different layers and stems so that we can

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choose when to emphasize a specific brams or a specific

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stinger. We play the game,

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we identify key moments and we break it apart and we're able

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to have more control.

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[eerie sound]

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[loud thud] Based off our conversation Last week,

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I wanted to make sure that we really emphasize a stinger on

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this next scare.

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[suspenseful sound]

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Here we go.

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[loud metallic thuds]

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<v ->I think because the door is so</v>

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<v ->loud,</v>

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<v ->Loud, chunky.</v>
<v ->that feels like a nine,</v>

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and then you go to a 10 so it doesn't feel like enough

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contrast.

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<v ->Gotcha.</v>

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<v ->Does that make sense?</v>

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<v ->Yeah. I think we should turn down the door,</v>

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and maybe up the stinger so we carve out room for it.

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<v ->Yeah. This is the fun part, but with horror Man,</v>

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it is all about timing. Right?

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We can't miss a sound by, you know, a hundredth of second.

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It's just, it won't sound. Right

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<v Nassim>Sync is absolutely everything at this point.</v>

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All right, let's go.

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I gotta remember where he lives.

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[loud piercing sound]

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There it is.

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[loud eerie sound]

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<v ->So I would turn the tell down.</v>

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<v ->Gotcha.</v>

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<v ->It was so loud,</v>

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but I didn't know what to be scared of cuz nothing hit me.

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If you turn the tell down and keep the,

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the hit where it's at, it'll be scary.

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<v ->Gotcha.</v>

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<v ->Right now it's like it gave it away a little bit.</v>

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<v ->Good notes.</v>

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<v ->Yeah.</v>
<v ->I can fix that pretty quick.</v>

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<v ->Being honest with you, if gameplay didn't want it,</v>

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I would just take the tell out altogether, but.

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<v Nassim>It happened so quick for other enemies.</v>

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The tell is useful cuz you know they're coming here.

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Here it's, we want, we kind of wanna surprise the player.

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<v ->Yeah, because they have time.</v>

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<v ->Yeah, yeah. Exactly.</v>

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<v ->Well, don't take it out until I talk to design.</v>

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<v ->Yeah, gotcha.</v>

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<v ->But, if you could turn it down, keep the, [grunting]</v>

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there's like kind of a monster sound before,

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but it needs a stinger. He can be scary every time.

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<v ->No doubt.</v>

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[gunshot]

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<v Glen>The hardest part with,</v>

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with audio is it comes in so late cuz it has to come in

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after almost everything's in because how do you put a sound

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to something if it's not in the game yet? Right.

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Let's say an an artist puts a drip in the level,

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we gotta have a sound.

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So, we need to have almost everything in.

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Now, mostly your monsters have been done

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by that group down in Hollywood that just does monsters.

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<v ->Yeah.</v>

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So we were really lucky to partner again with David Farmer

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from Sky Sound.

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<v ->Right, right.</v>

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<v ->Who really helped us with a bunch of</v>

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creature vocalizations.

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[blood gushing sound]

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<v ->That stinger could go way up.</v>

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<v ->Oh, way up.</v>

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Yeah. I was thinking the same thing.

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Matter of fact, it was very quiet leading up.

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<v ->Agreed.</v>

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I think all things blood worm for that scene need to,

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to go up like plus nine.

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<v ->In the mix because it's quiet.</v>

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We can just turn down the footsteps.

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So we're gonna do that anyway.

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<v ->Yeah</v>
<v ->When we do the make.</v>

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<v ->what's cool,</v>

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we have it actually set up in such a way where we could

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actually control fully dynamically.

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So if it's a really, really loud room,

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lots of steam, like big machinery,

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we could actually crank it up so it cuts through the mix.

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This is the,

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<v ->Okay. All right.</v>

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<v ->This is a quintessential example of a quiet environment</v>

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where we could control that and bring it down.

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<v ->Yeah. Okay.</v>

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You know what I like doing with, with Nassim is, you know,

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he's got machines around and it's like make them scary.

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Your room's really loud now, right?

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Did you get to that yet?

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<v ->We're still working on the gear room.</v>

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The whole idea with the gear room is we want to make it

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uncomfortable.

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<v ->Uncomfortable. Yeah. Yeah</v>

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<v Nassim>Just massively loud.</v>

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Essentially what we're doing there is we're actually

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positioning every element of the gear room.

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The cool thing about that is,

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if as I'm getting pushed by these enemies closer to these

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menacing gears, that's gonna be the focus of the sound.

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[clinking sound]

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It actually is gonna work out pretty nicely.

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<v ->You know how that's gonna sound on headphones? Well,</v>

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you were listening to it on headphones.

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<v Nassim>Working with Glen's been awesome because</v>

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Glen has hired directors that have had

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a fair amount of experience doing

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this genre and these types of games.

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And so, while he has an overall vision,

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he essentially works with his directors to kind of

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materialize that vision and oftentimes we bring ideas he may

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have not had.

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<v ->Oh yeah, Yeah,</v>

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<v ->And everything falls into place.</v>

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<v ->There is a lot of going back and forth.</v>

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It's one of the places that I,

295
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I just love to spend time working on and the audio team is

296
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fantastic. I could tell 'em up front.

297
00:10:24.073 --> 00:10:27.030
Nassim gets it, gets it to his team.

298
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I'm just doing 10% of the tweaks after that. See ya man.

299
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Thanks.

300
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[static sound]

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[beeping sound]

