2019-03-01_PC_Gamer

(singke) #1
finds videogames the most challenging. “In games you
need to record and design sounds for all possible
scenarios,” he says. “Movies and TV shows are linear, so I
mostly work based on the picture. No matter how many
times you watch the movie, it’ll sound the same. But when
a first-person shooter game requires close and far
perspective gunshots, we need to record multiple
variations to excite your ear.”
And, as that yacht incident illustrates, field recording
also means getting your hands dirty. “This is one of the
most difficult industries I’ve tapped into,” says Wu. “Some
of the most exciting games I’ve been hired to work on
involved recording an M
Abrams battle tank and
other armoured vehicles. It
took a lot of phone calls and
emails to acquire
permission to record
sounds on a US Marine
Corps military base, but
they eventually let me in,
and I actually got to ride on, and record, a moving tank.”
Wu also spent time at the Sebring International
Raceway while working on audio forProject Cars 2.“I
was asked to record the onboard and external sounds of
Red Bull race cars,” he says. “The 600-horsepower Honda
Civic rally car was so violent that it broke the battery
cable powering my large multitrack field recorder.”

GO IT ALONE
But of all the situations Wu’s job has landed him in,
having an entire theme park to himself has to rank highly.
For the game Planet Coaster, Frontier asked him to record

a variety of coasters and rides without the ambient noise
of a busy theme park. And so, after making a few phone
calls, he found an out-of-season park in Indiana that let
him and his many microphones in to do the job.
“This was an incredible experience,” says Wu. “I still
can’t believe I got to record on all those crazy rides
without anyone else around. It took a lot of careful
planning and rigging to capture clean sounds without
wind noise and water smacking against the microphones.”
Wu works remotely in his own studio, and I wonder
what his working relationship with developers’ in-house
sound designers is like. “It depends on the company I’m
working with,” he says.
“Some companies only want
raw recordings because the
audio team wants to do its
own editing, while others
want fully designed files.
Phone calls are crucial, as
sometimes I want the audio
director or audio lead to
give me examples of what they’re after, even if they have
to make the sound with their mouth.”
After talking to Wu, whose passion is infectious, I have
a newfound appreciation for the work that goes into
providing sound for videogames. It’s an aspect of
development most people take for granted, but now
whenever I pilot a boat in a game I’ll think of him
retching over the side of that yacht. A small sacrifice,
perhaps, but an example of how much of themselves
developers put into the games they create. And if you ever
need someone to vomit quietly, you know who to call.
Andy Kelly

FAR LEFT: Wu
records the sound of
a roaring crowd for a
sports game.

LEFT: Next time you
do a wheelspin in a
driving game, think of
this photograph.

KITTED OUT Some of Wu’s field recording gear


GAFFER TAPE
Beingafieldrecordistinvolvesalotof
taping microphones to things, so Wu
alwayshasafewrollsofthistohand.

HYDROPHONES
Designersloveunderwaterlevels,which
is where these specialist underwater
microphones come in handy.

FOLDING CHAIR
Wu’sjobtakeshimto some isolated
places, and having a chair to hand is
essential for long recording sessions.

PORTABLE RECORDER
Wu carries a high quality portable
recorder for whenever he hears an
interesting sound.

“THIS IS ONE OF THE MOST
DIFFICULT INDUSTRIES I’VE
TAPPED INTO”

Photo credit: Seth Johnson Photo Credit: Tiffany Karamitsos


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