You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
    
Session Name: Making a Car Sound Like a Car - An Audio Vivisection of One of the Cars of FORZA MOTORSPORT 3
Speaker(s): Mike Caviezel, Greg Shaw
Company Name(s): Turn 10 Studios, Microsoft, Turn 10 Studios, Microsoft
Track / Format: Audio
Overview: If you've ever had to author sound for a car before, then you know that vehicle sound design has a very unique set of sound design challenges. In this session, we'll outline those challenges, and then we'll take apart the audio for one of our star cars, piece by piece, to show you how we did it for Forza Motorsport 3. Along the way, we'll answer questions such as:

- How does a car generate sound in real life, and what's the best way to capture it?
- How much physics control do I really need to make it sound like a car?
- Besides the engine, what ELSE makes a car sound like a car?
- I'm not making a Forza-scale game about cars - how can I condense the process for my game?
- We'll also take a look at the Forza Motorsport 3 toolset, and talk about how the right tools keep the quality bar high, the cost down, and deliver world-class vehicle audio on-time

GDC 2010

Mike Caviezel

Turn 10 Studios, Microsoft

Greg Shaw

Turn 10 Studios, Microsoft

free content

Audio

Audio