Command & Conquer 3: Tiberium Wars
Game engine: SAGE (Strategy Action Game Engine) highly modified
Electronic Arts, June 14 2001.
Audio Engine: PATHFINDER is a proprietory audio engine of EA although I could not find evidence if it is used on C&C3 or not.
After hours of searching this is as much as I could find on this game for this weeks exercise. I am not sure why we are doing this anyway as a company would surely give this information in a brief. I believe we need to know how to do the work and the delivery requirement of the assets should be spelled out by the game developers. The capabilities and limitations of a particular audio engine is something that should be addressed right at the start by the sound designers. It is no different than us learning to record a band but ignoring the fact 192k SR will not work on CD or the recording was supposed to be done on vinyl. We need to know the final medium as early on as possible and not start Googling or looking in the library to find out what type of engine an employing company will use for any given game. Either way, I would be pretty confident that a company would state what the engine is in a brief so the sound designers can work within the particular parameters and requirements needed for the game.
“SAGE Engine” Wikipedia. Accessed 24th August 2008. http://en.wikipedia.org/wiki/SAGE_engine
“SAGE” Mod DB. Accessed 24th August 2008. http://www.moddb.com/engines/sage-strategy-action-game-engine
Haines, Christian. 2008. “AA2 – Game Audio Analysis.” Seminars presented at the University of Adelaide.
“Command & Conquer 3: Tiberium Wars” EA games, 2007.
Game engine: SAGE (Strategy Action Game Engine) highly modified
Electronic Arts, June 14 2001.
Audio Engine: PATHFINDER is a proprietory audio engine of EA although I could not find evidence if it is used on C&C3 or not.
After hours of searching this is as much as I could find on this game for this weeks exercise. I am not sure why we are doing this anyway as a company would surely give this information in a brief. I believe we need to know how to do the work and the delivery requirement of the assets should be spelled out by the game developers. The capabilities and limitations of a particular audio engine is something that should be addressed right at the start by the sound designers. It is no different than us learning to record a band but ignoring the fact 192k SR will not work on CD or the recording was supposed to be done on vinyl. We need to know the final medium as early on as possible and not start Googling or looking in the library to find out what type of engine an employing company will use for any given game. Either way, I would be pretty confident that a company would state what the engine is in a brief so the sound designers can work within the particular parameters and requirements needed for the game.
“SAGE Engine” Wikipedia. Accessed 24th August 2008. http://en.wikipedia.org/wiki/SAGE_engine
“SAGE” Mod DB. Accessed 24th August 2008. http://www.moddb.com/engines/sage-strategy-action-game-engine
Haines, Christian. 2008. “AA2 – Game Audio Analysis.” Seminars presented at the University of Adelaide.
“Command & Conquer 3: Tiberium Wars” EA games, 2007.
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