Een nieuwe blog is op de officiële website van SimCity verschenen, de Nederlandse vertaling is er natuurlijk nog niet maar die zal spoedig, ergens in de komende dagen, wel verschijnen. En dan melden wij het uiteraard meteen! Dit keer is de blog geschreven door Kent Jolly die vooral over het geluid gaat, klik op ‘meer lezen’ voor de volledige tekst.
Hello, I’m Kent Jolly, the audio director for the new SimCity coming out in February 2013. I’ve been with Maxis since 1998. The first big game that I worked on was SimCity 3000 as a sound designer, and from there I went on to work on The Sims, SimCity 4, and Spore. It’s really cool to be working on SimCity again after such a long time. There is so much more we can do now than we could have done before. Today, I’m going to talk a little bit about how we’ve implemented traffic sound effects in this game, as well as give you a peek into some of the music.
One of my favorite aspects of SimCity, and especially this new SimCity, is the challenge of creating a great traffic and city ambience. The reason I’m singling out the traffic is because it’s amazing how different it is this time around. Because of the GlassBox engine, the traffic is no longer a representation of congestion or road type, it’s actually showing you where people in your city are going. People are on their way to work, going out of town, going to the shop, going home, etc. That means that cars don’t just disappear because there isn’t “traffic” there, and it means that you don’t see trucks in an industrial area just because it’s an industrial area, you see all of this happen in your city because it’s really moving resources from a manufacturing plant to a commercial store etc. So, how does that affect audio?