Elite Dangerous


( 2014 / Senior Audio Designer / Frontier Developments)

Details
[GENRE] Online Space Flight Simulation
[DURATION] 2014-2024
[ROLE] Audio Lead, Senior and Principal Audio Designer
[DEVELOPER] Frontier Developments
[PLATFORM] PC, PS5, XBOX SERIES S, XBOX SERIES X


Audio Team
Elite Dangerous Art and Audio Team

Members of the Frontier Developments Art and Audio team ready to go to Brighton for award nominations in both categories.
   "... Nominated for Best Audio at Develop and Best Ongoing Game at Bafta .."


Creating Patterns
How sonic branding and audio sound language can help guide gameplay loops toward rewarding the player.
When creating UI audio, I think of user interaction as a means to organise specific tasks, into particular sequences. The user will associate between actions and the UI screens that accommodates them over time. Sonic branding can reinforce learnings and underline those connections. I've designed all of Elite Dangerous' UI around such principals.

One of the initial goals in designing audio for Elite: Dangerous was to connect different activities that relate together in game play loops. When comparable activities are undertaken, those are accompanied by sound similar sound signatures. The subconscious mind will make connections especially if the sound designfacilitates an appropriate level of repetition. Examples of re-use are:

  • Sounds from the system map also present when scanning planets from the ship.
  • Equipping scanning equipment, re-use those same sounds.
  • Selling data from the scans again re-uses some of the same sounds.

Repeating audio during progression of a game-loop constantly hints towards the pay-off much later. Like Pavlov's dog receiving a treat, it doesn't come together without a reward. This happens when selling data and hearing the repeated audio in it's most pronounced state. For explorers, out in the vast expanses of our simulated galaxy, selling data could take months! Such a delayed reward made it extra important that the audio for scanning, feels as rewarding (if not more so) as selling the data does.

Diegetic UI
Interaction changes the responsive soundscape. Bodies emit specific soundscapes depending on their material contents. When a body contains life or is populated this is also represented, a tool often used by explorers. Audio by Ross Stack and Matthew Florianz.

The Planet map in Elite: Dangerous is a diegetic menu that zooms in and across the billions of planets scatterred throughout the 1:1 representation of our Galaxy. In the video audio from my first itteration combines with the planet specific audio by Ross Stack.

Complex interfaces (such as the galaxy- and planet maps) like the ships in Elite: Dangerous, rely on data derived audio. Each planet type has a bespoke amabience implementation and moving across feels like operating a mechanical interface.

When it comes to the aesthetic of the sound design the "worn-space" visuals inspired direction. Hard drive recordings, modems and other "mechanical" communications devices were used as source and combined with a set of UI building blocks that senior sound designer Duncan MacKinnon had created.

UI audio direction and approach also bleeds into ambiences for space and planets, which incorporates similar elements and layers them with natural occurring radio transmissions and electro magnetic recordings. The "voice" of space so to speak.

It all comes together in the Galaxy Map, a diegetic interface for which I designed audio, UI and music.

Inspirations for the system map specifically comes from Blade Runner and Deckard's Photo Inspector specifically (Peter Pennell, Bud Alper, Graham V. Hartstone, and Gerry Humphreys). Additionally Star Wars, Alien, 2001 and Space 1999 have been influential in their organic/mechanical approach to interface audio.

... radio and static interference is used throughout ambiences and UI in the game, communicating a technology that is also used to observe the universe ....

Our interface animations are somewhat strenuous and mechanical looking. The audio is build on the audio pillar of "robust technology". The in-game logic for how audio technology might have evolved for space-faring generations: It would have to be robust, reliable, easy to maintain and build around redundancy and interchangeable parts. Ships and their internals are built to manage compression, expansion, radiation and the constant wear and tear resulting from dramatic temperature changes. Derived, it made sense that a robust space-capable ships would not reach for hyper sophisticated technology (modern FM based Ui sound design) and rather rely on proven concepts.

Analogue gear used to master sound effects.
Analogue gear (record to tape, crumble, play back) and analogue-synths where used to recreate radio like transmissions. Radio is used throughout the game as a reflection of how the universe can be observed. Radio forms the basis of many of the games' ambiences too.

For processing and source we used analogue gear, recordings of mechanisms and fm synthesis. Layered to express "low-tech" and organic sounding audio. Duncan MacKinnon contributed a wealth of assets (tones, distortions, short beeps and repetitive effects) which I layered into the UI sound design. Ross' and Duncan's involvement turned ui into a co-operative effort!

Game Audio Showreel
Sound in Space: Audio Showreel of ship, weapons and interface audio in Elite: Dangerous created by Senior Sound designer Matthew Florianz.
With: Head of Audio: Jim Croft | Audio Lead: Joe Hogan | Audio Designers: Matthew Florianz, Duncan MacKinnon | Audio Coders: Stephen Hollis, Daniel Murray, Daniel Varela | Music: Erasmus Talbot
Planetary Ambiences in Elite Dangerous (1.1)
Recorded looking through the cockpit roof of a slow spinning Eagle. Highlights dynamic environment ambiences for outpost, star, galaxy background radiation and planet as objects come into view. Additional audio includes ship flyby, gui notifications and ship internal cockpit ambiences.

Head of Audio: Jim Croft | Audio Lead: Joe Hogan | Audio Designers: Matthew Florianz, Duncan McKinnon | Audio Coders: Stephen Hollis, Daniel Murray, Daniel Varela.
Control Conference 2015
Elite: Dangerous | Sound in Space | Control Conference 2015 talk
Using in-game examples, Sr. Audio Designer Matthew Florianz, delivers an in-depth look into the making of the audio for Elite: Dangerous. Source: CTRL500.com
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