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Big Wheels Sound Studio Q&A

Labeled With  big wheels ghost recon xbox360
Written by DM on Monday, March 27 2006

What do you think of the Xbox360 hardware when it comes to audio? Is it powerful enough to do pretty much whatever you would want?

Yes, I think it enables us to have more possibilities but will the graphics leave us enough of this power. For now, I haven’t heard the audio of the game yet. I have confidence in programmers.

Back in the old days there was no such thing as 5.1 Dolby sound. Now that almost all games have 5.1 surround sound standard, is it harder to create a full 5.1 track? Also, what are the benefits of using 5.1 sound besides the obvious plusses?

It depends; a permanent attention is necessary concerning the 5.1 version that’ll be into stereo (Phase problems between the channels).
Like for the cinema, the uses of the central voice and the sub must be done with a lot of attention. The more is that the player is in total immersion in the game.
What were the hardest challenges in creating the sound for GRAW?

The weapons and the atmospheres. It’s the basis of this kind of game. Knowing that we were participating to one of the first games on XBOX 360 was great.

GRAW is not the first Tom Clancy game you have done the sound for, you also worked on Splinter Cell: Pandora Tomrrow. How does the sound work on Tom Clancy games compare to other titles? Is it harder to create sounds that mimic real life, as opposed to sounds for, say, a sci-fi game that has no real world counterpart?

No, it isn’t different from others. The purists will always pay attention to all the detail, if the like the Tom Clancy’s or the sci-fi. The sci-fi games demand more creativeness and offer more directions to invent.

You have worked on other Ubisoft titles such as Brothers In Arms, Rayman, Largo Winch, and F1 Racing. Do you have a game that was your favorite to work on?

Splinter Cell, Graw and Rayman cutscenes for the fun and cartoons sequences....NO ALL!

What are some of the different challenges faced when you are creating sound for a game that is non-military in nature?

That we work for peace on earth! (Joke)
None, the challenge is that the player has a lot of pleasure.

Can you give us any insight into some of the title you are working on in the future? Do you have any plans to work with Sony and Nintendo on their next-gen console?

Lately, I am working on Splinter Cell 4, Heoes of might and Magic 5, Dark Messiah and multigames for PSP.

Thanks for taking the time to speak with us, is there anything you would like to say to our readers?

That they like towards France because we have a lot of remarkable people here (musicians, sound designers, graphics, artistic directors…)
I would also like to thank Karen Vernimen, Sylvain Brunet and Manu Bachet at Ubisoft for according to me all their confidence. And also a great thanks to all the players. I thank you to have allowed me to express myself in your columns.

Well there you have it, we would like to thank Big Wheels Studio once again for taking the time to speak with us.

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