🌎🎵 Planet of Sound: Talking Art, Noise, and Games with EA's Robi Kauker (2009)
An interview with Robi Kauker from EA reveals the role of avant-garde music and experimental sound in games (The Sims, Spore). He discusses generative audio, the importance of gender balance in the industry, and the use of Max/MSP for efficiently creating soundtracks and audio content.
Robi Kauker is the audio director for the EA Play Label at Electronic Arts and for almost ten years he's been helping create the multilayere
Facts about The Sims 2 from interview:
Technological continuity: The development of The Sims 2 did not involve “reinventing the wheel” from scratch; the project borrowed from and expanded upon technologies used in SimCity 4. This was part of an ongoing cycle of sharing ideas and tools between different Electronic Arts teams.
Creating the robot voice: Robi Kauker, the series’ audio director, personally wrote a custom Max/MSP plug-in (in VST/Audio Unit format) specifically to generate the robot voice, which belongs to one of the game’s characters.
Experimental music: Artists from the avant-garde scene were involved in creating the soundtrack. For example, the well-known composer Chris Brown wrote jazz compositions for The Sims 2 and its expansion University.
Jazz accompaniment: Notably, the Big Band Jazz parts for the game were performed by musicians better known for their work in free jazz rather than traditional bebop. Kauker enjoyed giving such artists creative freedom, allowing them to bring elements of contemporary art into the project.
Sound philosophy and Simlish: The use of the fictional language Simlish in the series (including The Sims 2) was driven by the need to avoid repetition and not impose a specific narrative on the player, since players themselves define the meaning of the game. To efficiently process the enormous volume of voice work for 12,000–15,000 animations, the team created their own recording and editing applications based on Max/MSP and Jitter, significantly speeding up the workflow.
The overall approach to the game’s soundscape is built on “philosophical abstraction,” where sounds (such as birdsong) are tied to specific states of the game world or objects, creating a dynamic and living atmosphere.
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