The 'TUNIC' Audio Talk

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  • เผยแพร่เมื่อ 29 ก.ย. 2024
  • In this GDC 2023 session, join Kevin Regamey of Power Up Audio (Celeste, Subnautica: Below Zero, Darkest Dungeon, Cadence of Hyrule: Crypt of the NecroDancer feat. The Legend of Zelda, et al.) in a detailed overview of the audio of TUNIC. This session covers establishing a creative direction early, using game design to inform audio decisions, methods used in sound effects design, and overcoming challenges in technical implementation. Kevin breaks down and demonstrate how these methods could be used directly (or as inspiration) in your own game projects to further engage players.
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ความคิดเห็น • 51

  • @WilliamAhlert
    @WilliamAhlert 11 หลายเดือนก่อน +3

    That was fantastically well done not just as a talk but also a lot of the ideas used in this game are novel and very effective to the creative vision. Nice!

  • @Eshiay
    @Eshiay 11 หลายเดือนก่อน +16

    48:30 WAIT THATS DEVWORLD WTF
    Spoilers for anyone here who somehow doesnt know about it already:
    For those of you that don't know if you die in the dev save file while getting info on the golden path (typically by using the fire bomb cheatcode, spawning one in, and killing yourself with the DoT), you spawn on that bridge, leading you to a easter egg/secret area.

  • @denimchicken104
    @denimchicken104 9 หลายเดือนก่อน +10

    This “simple little Zelda ripoff” is so freaking complex. What a game!

  • @dylanjack6784
    @dylanjack6784 11 หลายเดือนก่อน +36

    Easily one of the best GDC talks iv watched. This Dude is super entertaining.

    • @JeanQPublique
      @JeanQPublique 11 หลายเดือนก่อน +2

      I really wanted to like this talk, but I found his communication/delivery style and personality just... grating. I get a sense it might be a generational thing, though.

  • @RynaLauSound
    @RynaLauSound 6 หลายเดือนก่อน +9

    0:00 Disclaimer: SPOILERS! Turn back now
    0:37 Introductions (Kevin Regamey & Power Up Audio)
    2:56 Creative direction
    5:18 Listener position
    9:17 Tunic's bespoke spatialisation parameters
    13:56 Dynamic music
    16:33 Tuning SFX to key centres
    17:59 Circumventing FMOD bug (please fix it already) where one-shots re-trigger during parameter changes
    19:33 Sound design techniques (granular synthesis & randomisation of EQ curves)
    22:40 "void\_strength" global parameter
    27:40 Using game design to inform audio decisions
    28:56 First sightings/reveals
    31:24 Heavy discouragement
    32:39 Chimes on SFX bus, not ambience
    35:40 "Hidden in plain sight": spectrogram content
    36:40 Musical cyphers
    48:30 Conclusion
    50:00 Q&A

  • @JaredClaunch
    @JaredClaunch 11 หลายเดือนก่อน +39

    47:41 I really appreciate his answer here. So often, the best thing you can do for a creative pursuit is to just create something that makes you happy.

    • @JaredClaunch
      @JaredClaunch 11 หลายเดือนก่อน +4

      These personal touches add so much substance and life to a game.

  • @FFFlay
    @FFFlay 11 หลายเดือนก่อน +12

    While I'm not an audio designer, this was a great talk that was still pretty easy to follow

  • @DallasCrane
    @DallasCrane 11 หลายเดือนก่อน +53

    I can’t get enough of Tunic. I have all the merch, I can write in the language, I’m writing big band covers for the music… we need a dlc!

    • @nintendude794
      @nintendude794 11 หลายเดือนก่อน +6

      Can’t wait to hear them! Your name is familiar too!

    • @nintendude794
      @nintendude794 11 หลายเดือนก่อน +3

      I hope the music is discussed later in this talk

    • @thespeedyyoshi
      @thespeedyyoshi 10 หลายเดือนก่อน +4

      I really hope dlc is something that could happen somehow. Like…more of this game would be a dream come true

    • @GlazeonthewickeR
      @GlazeonthewickeR 8 หลายเดือนก่อน +2

      I also feel this way, especially lately. Tunic’s OST is simply transcendent and I’ve been reminiscing about my play-through a lot in recent weeks. I’m gonna have to grab a physical copy and immerse myself even more in the game on a subsequent play-through.

  • @Ajbolt89
    @Ajbolt89 9 หลายเดือนก่อน +3

    The second half of this talk was so awesome as just a player with no musical theory knowledge. Makes the game just so much more interesting!

  • @BenNixBradley
    @BenNixBradley 11 หลายเดือนก่อน +5

    Yikes. Scary good talk.

  • @jonsmith6331
    @jonsmith6331 5 หลายเดือนก่อน +2

    Tunic is top 10 all time for games.

  • @DylanMatthewTurner
    @DylanMatthewTurner 11 หลายเดือนก่อน +8

    Tunic is so good. It's way too hard for me tho lol

    • @GameDevYal
      @GameDevYal 11 หลายเดือนก่อน +4

      Tunic is the dark souls of "hidden in plain sight"

  • @alex_opr
    @alex_opr 11 หลายเดือนก่อน +4

    Amazing work guys, it's amazing that so much thought and care was put into the audio for Tunic. Definetly learned a lot from this talk.

  • @DoctorJueguitos
    @DoctorJueguitos 7 หลายเดือนก่อน +1

    It is incredibly amazing the brilliant work done in Tunic. It is blow-minding, Thanks for showing this content!

  • @nyuh
    @nyuh 9 หลายเดือนก่อน +1

    omg i cant believe i missed this being uploaded
    this is such an awesome talk fcuk yeah audio

  • @KlareAudio
    @KlareAudio 8 หลายเดือนก่อน +1

    I'm happy you guys finally published this one

  • @grzesfu
    @grzesfu 11 หลายเดือนก่อน +10

    I've seen this (the audio hidden language/cypher) explained in an interview before, and it hit me that it's a little sad - having to explain it. Perhaps it could have been a little more obvious, or used in at least a couple hidden puzzles to encourage players to work on it.

    • @melephs_cap
      @melephs_cap 10 หลายเดือนก่อน +11

      That's the nature of "content for no one," I suppose

    • @platysheep7092
      @platysheep7092 7 หลายเดือนก่อน +5

      iirc the community figured it out really quickly after the release of Tunic. Analyzing the music from the website, they purposefully placed the aperggios under the glyphs in the spectrograph.
      In the google doc "Tunic Sound Puzzle Mappings" :
      "On March 21st, 2022, 5 days after the release of Tunic, many members of the Finji discord were analyzing the website, which you find as the final secret in the game. We discovered in the spectrogram of the website audio that "we are the eyes of the far shore" is spelled out in the Tunic language, alongside some clear pitch shifts. We used this as a Rosetta Stone to figure out the rules of Tuneic, and began work translating musical secrets all throughout the game"

  • @barrycampbell1930
    @barrycampbell1930 12 วันที่ผ่านมา

    Heaven Spur

  • @_kennebec
    @_kennebec 11 หลายเดือนก่อน +1

    This talk (and game!) was awesome!

  • @FlameRat_YehLon
    @FlameRat_YehLon 5 หลายเดือนก่อน

    It's weird that all the in tune sound effect doesn't sound that special at all. It just feel very natural but now think of it, it probably would have been rather jarring if they were just regular sound effects giving that most of the effects were actually pitched rather than some kind of noice.

  • @Miss_Trillium
    @Miss_Trillium 5 หลายเดือนก่อน

    44:14 had me dying of laughter that is so cute

  • @Thebobwil
    @Thebobwil 4 หลายเดือนก่อน

    This was insane, I've never heard about any of these details before.

  • @patoques
    @patoques 9 หลายเดือนก่อน

    Thank you GDC, thank you Kevin, that was awesome, such an amazing content.

  • @arddermout6946
    @arddermout6946 11 หลายเดือนก่อน +1

    This is awesome!

  • @inviolet
    @inviolet 8 หลายเดือนก่อน

    Amazing talk, amazing craft and amazing game

  • @JonasBengio
    @JonasBengio 8 หลายเดือนก่อน

    Can someone explain the bit at 30:30 about the distant sound source? I don't understand why adding a slight delay to the event will make it feel more distant?

    • @NATSIRT_45
      @NATSIRT_45 8 หลายเดือนก่อน +4

      Sound travels slowly, it takes longer for sound to reach you then light. The further something is, the longer it takes for sound to reach you. A good example you can see/hear for yourself are airplanes. Your brain can also be subconsciously aware of this effect, so even in a digital environment it can further push the "distant" feel of an audio cue.

    • @savory_
      @savory_ 7 หลายเดือนก่อน +4

      @@NATSIRT_45 another good example is lightning / thunder. You always see the flash first before you hear the rumble.

  • @nintendude794
    @nintendude794 11 หลายเดือนก่อน

    Great talk, just realized, this guy is like the Binging With Babish of game audio!

  • @NoahNCopeland
    @NoahNCopeland 11 หลายเดือนก่อน +3

    yeah?

  • @conrichdev
    @conrichdev 11 หลายเดือนก่อน

    This was a kiff talk.

    • @nintendude794
      @nintendude794 10 หลายเดือนก่อน +2

      A what

    • @nintendude794
      @nintendude794 10 หลายเดือนก่อน +3

      Kiss In Front of Family??

    • @conrichdev
      @conrichdev 9 หลายเดือนก่อน +1

      @@nintendude794 🤣Sorry it's a local colloquialism, means really cool!

  • @msmeraglia
    @msmeraglia 9 หลายเดือนก่อน

    audio of the game is great, the music however...ooof, had to mute it the whole game

    • @DanielRey_NGR
      @DanielRey_NGR 9 หลายเดือนก่อน +13

      Hope you’re joking

    • @msmeraglia
      @msmeraglia 9 หลายเดือนก่อน

      lol nope, turned the music vol to 0 and enjoyed the game immensely @@DanielRey_NGR

    • @_odawg
      @_odawg 9 หลายเดือนก่อน +1

      I guess synth isn’t for everyone. I would like to know what part of the music isn’t to your liking? I am designing music for my game using synthesis and bit crushing and would like to make it sound great to everyone. Do you have any tips?

    • @denimchicken104
      @denimchicken104 9 หลายเดือนก่อน

      @@_odawgthere is no pleasing everyone. This person is in the clear minority, and is quite possibly mentally ill.

    • @dominokos
      @dominokos 8 หลายเดือนก่อน +5

      Cut to me first thing I did after finishing the game was listen to the soundtrack