Planet Zoo: Console Edition


( 2023 / Head of Audio / Frontier Developments)

  Official Website: Planet Zoo: Console Edition  

Details
[GENRE] CMS Content Management Simulation
[DURATION] 2017-2024
[ROLE] Audio Lead
[DEVELOPER] Frontier Developments
[PLATFORM] PC, PS5, XBOX SERIES S, XBOX SERIES X


Audio Team
Planet Zoo Audio Team.

Members of the Planet Zoo audio team include:
Head of Audio Jim Croft, Principal Audio Designer (Lead) Matthew Florianz
Senior Audio Designers Aaron Holland, James Stant, Pablo Canas Llorente
Senior Technical Sound Designer Stephen Hollis
Audio Designer Benjamin Scholey
Additional Sound Design Dylan Vadamootoo, Michael Maidment
Principal Audio Programmer (lead) Will Augar
Senior Audio Programmers Ian Hawkins, Jamie Stuart
Audio Programmer Jon Ashby
Graduate Audio Programmer Hakan Yurdakul
Senior Audio Test Engineer Robbie Chesters
Audio Test Engineer Sam Doyle
Music J.J. Ipsen and Jim Guthrie with Young Mbazo, African Choir director Toya Delazy, African Choir Recording Studio Sunset Recording Studios, African Choir Engineer Jurgen Van Wechmar
Music Supervisor Janesta Boudreau

In-Engine Tools - Emitter weighting and animation sound triggering
In-Engine Tools - Emitter weighting and animation sound triggering.

GDC Vault - How Distance Has Shaped The Sound Of Our Games (subscriber area)
GDC Vault - How Distance Has Shaped The Sound Of Our Games (subscribers area)
   "... Nominated for Best Audio in a Game at Golden Joysticks and Develop Star Awards ..."


The Sound of Animals

The challenge of creating a soundscape for Planet Zoo is that animals are usually quiet. While researching and visiting zoo's, our recordings would mostly capture the sound of humans, water features and birds. On one particularly revealing recording, a Rhino was chasing Giraffes and the animals passing close to the camera were kicking up dust while everything looked chaotic, it was still mostly quiet! The footfall, grunts and vocalisations were barely noticeable over the sound of wind and people reacting. Animals tend to be very quiet and don't want to attract attention.
Quite interesting
Stunning Planet Zoo Screenshot showing a Tiger Closeup in a snowy environment.
Stunning Planet Zoo Screenshot showing a Tiger Closeup in a snowy environment.
To elevate those quite animal sounds, I leaned the audio team towards a hyper-realistic presentation. Naturally, gameaudio by its very nature will have elements of a hyper-realistic presentation but in order to not rely on barraging animal noises (which would have been repetitive and unrealistic) the focus was on Foley, footfalls, breathing and other movement textures. We recorded these in our own pits. This source material (created for all animals and surfaces) provided a wealth of presence and we took great care in layering it into the many animation sets. Besides avoiding repetition this approach also relied less on often scarce recordings.

... focusing on animal presence layers rather than vocalisations eased the burden on sourcing a wide variety of behaviours, while staying truer to nature ...
There's a limit how loud Foley can be presented before it becomes comical. We identified that humans are generally much louder in a zoo so I wanted to identify when the camera moves inside a player created enclosure. Tricky in a fully user created 3d environment!

Data provided by the audio tech team, I implemented a wwise game mix that thins out human presence layers so that the sounds of crowds, transport rides and ambiences are below the mix levels of our focused and subtle animal noises. Player relevant feedback, such as direct crowd reactions to animal behaviours, is of course retained in the mix.

Further to the mix change which benefits delicate sound recordings, it was also important to inform players about animal stress levels from human noises. Enclosures need to provide animals with quiet areas so that they retreat too them. Camera originating deferred ray-casts identify quiet areas and thin out crowds and other disturbances even further.

Mixing quiet to be more audible in the mix is Planet Zoo's audio solution for staying close to the experience of a zoo while retaining player relevant information front and center in a mix that is full of interesting sonic detail.

Representing Animal location and behaviour in the park
Managing a park in Planet Zoo.
Managing the park through the User Interface

The audio team have classified the rankings of vocalisations and combining this with a code side voice management system the calls are prioritised so that player relevant information is never lost. A hero-emitter is used for specific, important animal calls on park-wide emitters. This produces a background animal soundscape that is informative about real-world animal behaviour and locations. The player then react to what they hear and even if they can't directly see it, they know in what direction to look.

Audio Triggered Animation
Managing a park in Planet Zoo.
Animals sound more excited when food is presented to them, giving feedback about their behaviour.

Animals are generally quiet, not wanting to attract attention, but not always so. An animal ambling would be quiet but when they sense food, they do get excited. In both situations described the game would be moving animals around using the same base animation, but the context for audio behaviours is very different.

Audio, ai and animation worked closely together to present the correct types of vocalisations for behaviours. When an animal is spotting food and audio code has identified this as a behaviour, additional layers of "excited" sounds are added. Using wwise call-back's the animation system triggers partials to visualise those vocalisations. Using this system, animals will sound more excited as they walk towards food in such a way that animation did not have to create additional (costly) variations for all animals.

A similar system is also used for chatting between primates or howling wolves. Audio keeps track of multiple animals, comparing their behaviours (and motivations) and adding layers of excitement to trigger the right sounds, crucially also at a believable interval.

Audio triggered animations present a successful and close cross-discipline collaboration with animation, game and ai teams.

Real-Time Obstruction in UGC environments
A short introduction to real-time obstruction and environment filtering in Planet Zoo's large open- and player created-environments.
Planet Zoo features a dynamic (fast moving) player controlled camera and user generated content. Terrain, objects and environments can be freely manipulated and changed. To emphasize those changes; Early reflection, occlusion, filtering of environmental audio and weather are informed by the position of the camera and by ray-casting against the surrounding environment in real-time. It is a performant system (as opposed to fully simulating propagation) that is designed to emphasize the changes made by a player.
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