Jurassic World Evolution


( 2018 / Audio Lead / Frontier Developments)

Details
[GENRE] CMS Content Management Simulation
[DURATION] 2016-2017
[ROLE] Audio Lead
[DEVELOPER] Frontier Developments
[PLATFORM] PC, Xbox, Playstation, Switch, Steamdeck


Audio Team
Jurassic World Evolution Audio Team

Members of the Jurassic World Evolution audio team include: Head of Audio Jim Croft, Lead Audio Designer Matthew Florianz, Senior Audio Designers Duncan Mackinnon, James Stant, and Dylan Vadamootoo, Technical Audio Designer Stephen Hollis, Lead Audio Programmer Will Augar, Senior Audio Programmer Ian Hawkins, Audio Programmer Jon Ashby, Audio Test Engineer Sam Doyle, Audio QAs Robin McGovern and Christopher Jackson, Additional Audio Designer Pablo Cañas Llorente, Music & VO Supervisor Janesta Boudreau, and Composer Jeremiah Pena.


Forensic Analysis
Fundamental Frequencies of a T. rex call

Forensic analysis of the film T. rex call: Rorschach like patterns indicative of reversing/copy/pasting has been used to extend source sounds. Some pitch shifting (very mild) and possibly time-stretching. Calls have different samples for attacks and tails but the same core "tonal roar" is used throughout.

Fundamental Frequencies of a T. rex call
The frequency analysis of the T. rex's 1995 roar reveals its musicality. Note the G fundamental with Octaves and 5ths.


VO Session
Recording Jeff Goldblum

Recording Jeff Goldblum at Side in London, with Rich Newbold, Game Director of JWE.


Audio Article
A sound Effect in-depth audio interview highlighting the challenges of working with and creating audio for a game depicting a world famous franchise:



Tech Deepdive

   "... Nominated for Best Audio in a Game at Golden Joysticks and Develop Star Awards ..."


Audio Highlights

Jurassic World Evolution - Audio Highlights

A challenge that returns on every project is finding the right "feel" for the audio presentation and communicating player feedback. When working on a licensed project - especially one with the well known pallet of Jurassic Park - audio, music and v.o. require an understanding of audience recognition and nostalgia for the IP.

Naturally I embraced this as the main pillar for audio-direction with regards to newly added behaviours for dinosaurs in the game. This became my focus before I could begin to think about player relevant feedback, establishing memory budgets, defining technical framework for mixing and the scaling nature of a game in which the player can build anything they'd like.

One of the early findings was the apparent difficulty in servicing audience expectations for familiarity while also wanting to avoid fatigue. A more nostalgic ear might prefer the sounds they know from the movies which couldn't cover all of the exposure to behaviour and repeated sightings in the game.

The audio team embraced this challenge as a puzzle to solve: Figuring out what to add, leave alone or update. Senior audio designer Duncan MacKinnon and myself spend the greater part of three months conception and rummaging through the films for answers. We experimented with substitution, re-creation, layering and morphing to find the ingredients that would allow us to add new behaviours (from those seen in the films) and how we could make these sound like a natural extension of the existing sonic palette.

We settled on techniques that take the original sound as a starting point for adding sweeteners, fx, mastering and creative mixing techniques, such as morphing. Although we experimented with re-creation and adding more of our oww new sound design, based on better available recordings of animals, we found that these moved away from the films too much. The familiar sound had to be primarily present to evoke nostalgia, and thus any new dinosaur (not seen in the film) would have to use the specific 1990's presentation as a starting point. We also relied extensively on EQ-matching any newer recordings to closely match those received by Skywalker Sound.

Creating a diegetic framework


During production of Jurassic World Evolution audio direction matured and I drafted pillars with the team. The goal of those was to create a framework for storytelling that the audio team could fall back on when making decisions.

... for the purpose of building a cohesive audio soundscape we need storytelling anchors that provide a grounding focal point from which to expand upon ...

One of the audio pillars described a diegetic framework for "explaining" the camera within a Content Strategy Management (CMS) game as it is intrinsically linked to the player controlled viewpoint.
For the purpose of building a cohesive audio soundscape, an answer would need to anchor the flow of gameplay and the game-loop. In the CMS game that Frontier Developments builds, the game context switches between observing, managing feedback on the observations and planning strategy accordingly. Sometimes that happens while interacting with the diegetic game-world and sometimes using non-diegetic full screen menu overlays.

To define the camera, I took guidance from the full screen overlays as UI naturally ties the gameplay-loop together.

 The Ui visuals take inspiration from the movie.
Top Left: Minimal UI presence (no "control room" ambience ) - Top Right: Example of Half Covering UI which muffles game audio and brings in some control room ambience. - Bottom Left: Full Screen UI - Bottom Right: Film UI
For the sake to defining the camera I describe Ui overlays as an observation that is made from a command-room. The player is not in the park, they are inside this room making decisions while looking at monitors. Taking this approach a natural direction was to apply a hint of command-room-ambience to UI screens. The more space they occupy on the screen the louder this ambience is placed in the mix. In the control-room-ambience, the beeping of readouts and distant chatter is heard to give those menus an air of presence. It's not necessarily visualised to the player as such, but the impressionistic audio contextualizes the gradual transitions from diegetic and half covering Ui's to full screen overlays.

The more overlay-ed a menu becomes (from side-bar, to full screen overlay) the more "room reverb" is added to Ui sounds. It's another subtle reminder that the player really is somewhere else. Reversely, when a storm rages in the park, a muffled layer is heard when browsing through full screen menus. These subtle storytelling layers link the diegetic world and ui screens together as an experiences.

Switching non-diegetic music
Hatch Raptor Jurassic World Evolution Skip Button
User control: The ability to skip a hatchery cinematic places non-diegetic music immediately on diegetic Hatchery speakers and allowing the player to move the camera away.
A diegetic approach also helped solve the challenge of skipping the dinosaur release cinematic which features bespoke and synced orchestral music. When skipped, control over the camera is returned to the player. My solution was to switch the music from a non diegetic cinematic presentation to appear coming from speakers on the building. The player can then "move away" the camera from the music. I prefer perspective switches (like this one) for major changes in music or mixing which is perhaps a little more common in third or first person games than a CMS game.
Vehicle radio
A single jeep squares off against two large T.rex predators, it is raining, so the radio is probably silent
Using diegetic music to add colour and texture to the world.
For vehicles I wanted music playing from their radios because vehicles will frequently move across the entire map. The music bouncing across the different acoustic environments (reverb, early refection etc.) creates a colour that is not otherwise present in the game. It's actively contributing to an ever changing landscape of sounds.

The audio team ran with it as Music Supervisor Janesta Boudreau licensed a surprisingly large and varied playlist for us. Pablo Cañas Llorente and James Stant worked these tracks into a radio station. I wanted this element in the game to emphasis the remoteness of the islands and also double down on all the returning cast members using far-away comms to talk to the player rather than having a physical location in the game. The radio is broadcasting from the far away shore of Costa Rica and another example of using "location" to inform audio direction.

To underline the distance of the playable areas from the mainland, I used the data available from storms to distort the radio on vehicles. Before a storm hits the radio begins to crackle and break up. The storm is part of a larger world in which the radio signal needs to travel through the ether. I will always look for ways in which audio can tell part of a locations story and having created the storm ambiences and knowing how they worked in wwise, it was a small leap to apply it to the radio too.

Game Audio Deepdive on A Sound Effect.
Creating a Raptor with Ian Malcolm / Jeff Goldblum commenting.
Jurassic World Evolution Screenshot: Creating a Raptor with Ian Malcolm / Jeff Goldblum commenting.

A Sound Effect:
Huge Interview: The Secrets To Creating Jurassic World Evolution's Excellent Game Audio.
Release Day Top Seller
Global Top Sellers on Steam with Jurassic World Evolution in the top spot!
Jurassic World Evolution reaching the Steam global top seller status on the day of release.
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