Secrets of Sound Design with Paula Karbowniczek

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What does the sound design process look like?

The entire process starts at an early stage of production, right after confirming the expansion concept and we reach a certain level of common understanding about its themes and characters. We start by brainstorming within the audio team, thinking about sound pools and techniques, which will not only work for the new expansion but will also fit general themes of every faction in the game. We put a lot of thought and effort into maintaining consistency and making sure the assets we create fit the Witcher world well.

At that point, we also try to narrow down the type of sounds we might want to record. The actual sound design is the very last step of the process of creating a card. We have to wait for animations and VFX-es to make sure the sounds we create are perfectly in sync with the visuals. Apart from myself, there are two other sound designers in the team. We assign premium cards to team members based on personal preferences: some of us have a better feel for grim and dark atmospheres, others might feel inspired by specific card art; on top of that, each of us has their own original style that fits some cards better than the others.

While creating sounds for premium cards, we put a lot of thought into making them feel like actual short stories, full scenes taken straight out of the Witcher world. Jutta is a good example here: at first glance, she is just a warrior defeated in some fight, but if you listen carefully, you can learn that her opponent was actually Geralt himself, which is a direct reference to a scene from The Witcher 3. Even though the sound design process is very personal and gives us a lot of creative freedom, finalizing sound for a card is a team effort. We meet regularly to listen to each other’s work, discuss how it fits the general design we established before and give feedback on our likes and dislikes. Quality is something that we never want to compromise on, so sometimes it takes up to two or three iterations to achieve the result we’re happy with.

What are your inspirations?

The Witcher series with its huge sound base is still the foundation for our work. We often come back to it to make sure our new assets are artistically similar to what already has been introduced to the players. Monsters are a good example here - we don't always want to work with the exact same sounds that were used in TW3, but we also cannot make them completely different since that would create confusion for those familiar with the game. Many of our ideas come from other games or movies. Every now and then, I hear this cool sound or scene and even if I’m working on something completely different, I come back to it whenever I feel it somehow fits the designs we're creating.

I also cannot stress enough how important our team effort is. Whenever we see cool illustrations or anything inspiring, we share it on our group chat and discuss. We bounce ideas off each other all the time and the outcome is simply amazing. Sometimes, it ends up being completely silly - those results often end up as easter eggs for premium cards. You might notice that every now and then, some of the cards change their premium sound to something unexpected.

What is your favourite card you designed sound for and why?

I've been here from the very beginning so choosing just one is difficult. I think I would pick Roach, even though it's one of my earliest creations and probably not the best from a technical standpoint, but I remember having tons of fun working on it. When I first started working on it, I got totally stuck because nothing I came up with seemed interesting enough for such an important character. I put it aside for a while and the final idea came to me while I was watching some silly animal compilations on YouTube. I think it came out great: it’s fun, catchy and a bit glitchy (to honor all those TW3 Roach bugs).

What would be the one thing you’d like people to know about card sound design?

That it's there! For some reason, card sound is often overlooked by many people, as if they’re taking it for granted. I treat it as a compliment - that means our card sounds are so realistic, fitting and natural that for them, audio is an integral part of it. The visuals are fantastic, no doubt about that, but the amount of effort we put into supporting it with great audio tends to get overlooked. I think it would mean a lot for everyone in the audio team to learn what people think of their work.

What are some of the challenges you face in the design process?

Time constraints, first and foremost. There are so many elements of the game that we support with audio - apart from the cards themselves - that it takes a lot of scheduling to keep up with everything. I think our processes improved significantly, but sometimes the creative process such as sound design does not want to follow time estimates. Another big challenge is that our card base at this point is really huge and there are only so many new and fresh ideas to approach a knight on a horse. The further we go, the more often we find ourselves in a situation where most of our ideas seem repetitive and it takes extra effort just to find a new angle.

Do you have an example of a sound sample used in a surprising way?

I think the most surprising ones are monster sounds. It takes a bit of trial and error to find a good foundation. For example, Gernichora is in fact a very processed vulture sound; the Forest Protector is an alligator, and monsters in Dol Dhu Lokke are actually camels.

What would you say is the most common sound used for GWENT cards?

We definitely use a lot of generic 'medieval' samples: armors, swords, etc., although they are vague enough that it's not that audible. Grunts on the other hand - all those small sighs, screams, breaths - became a prominent part of premium cards. When we first introduced them, our pool of recordings was quite small, so you might notice that some early characters use the same (or slightly altered) voice.

After a while, it became a real problem, so we took time to record more and more people. You might be surprised to hear that most of the grunts used for characters on premium cards are current or former GWENT developers that were kind enough to volunteer for the task.

Any final words for the community?



Yes! We read Reddit and forums regularly and take screenshots whenever we see any audio related topics. I wish we had more screenshots!
 
An interesting piece!

I launched the game just to go listen to some of the premiums, and found that I've never heard many of them. Like Viraxas, who had a very familiar music I never knew was there. :D
 
Same here, very interesting read! As I mostly play on mobile during my commute on the bus (or late at night when the better half is already asleep), I usually have the game muted! Now I feel like I have been missing out majorly!

Very interesting insight into the development process and all the work that goes into it! Wouldn‘t mind getting similar insights into other teams and aspects.(y)
 
Fascinating insights. Thanks to Paula, and the entire Sound Design Team, for all their work in bringing the cards to life! I particularly like the concept of audio storytelling.

Sadly, I've often played muted as well, however, I'll make a point of turning on the sound next time, and listening to some of the premiums I rarely include in my decks.
 
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Thank you very much, it has been very interesting. I usually have the game muted but I promise to turn on the sound more often.
 
Great article. I was browsing through my collection as well. Not only the art is breathtaking ... the soundeffects (or even music) is absolutely stunning. Personal favorites are the creepiness of the Crowmother, the creaking of The Great Oak and the burping of the Tainted Ale. Seriously though ... the little details like birds, bells and atmosphere are amazing.
 
To be honest this came as a surprise: how can you not notice the quality of the sounds?
I enjoyed and always dove deep into the sounds of the cards, both in game and in premium artworks (the sound you unlock is definitely one of the main thing in premium cards!!!!).
It's a shame that this is underrated: the whistle before a crushing trap activate, or the water sound in Aglais, or in general the quotes (this is elven land dhoine, upon which your kind dies), etc etc
And the best part?
Do you know that I purchase the story nodes in the reward books mainly because I like the scribbling sound?? ahahahahah
Maybe it is because I like ASMR too, but all these sound details never went unnoticed to me! So definitely you have a huge fan here since the beginning (beta gwent!)!
 
It's always interesting to hear how sound design happens.
This article reminds me of how, in the 1960's the Doctor Who team created the 'roar' of a Yeti from the sound of a flushing toilet.
 
Just read the article and it's incredibly interesting. I still remember looking at Premium Roach and being stunned for a moment, thinking my PC is bugging out, and then laughing because I got the joke.
Since then I always take the time to watch and listen to new animated cards 3-5 times. They are all little pieces of art to me, so thanks to Paula and the whole team!
 

DC9V

Forum veteran


What does the sound design process look like?

The entire process starts at an early stage of production, right after confirming the expansion concept and we reach a certain level of common understanding about its themes and characters. We start by brainstorming within the audio team, thinking about sound pools and techniques, which will not only work for the new expansion but will also fit general themes of every faction in the game. We put a lot of thought and effort into maintaining consistency and making sure the assets we create fit the Witcher world well.

At that point, we also try to narrow down the type of sounds we might want to record. The actual sound design is the very last step of the process of creating a card. We have to wait for animations and VFX-es to make sure the sounds we create are perfectly in sync with the visuals. Apart from myself, there are two other sound designers in the team. We assign premium cards to team members based on personal preferences: some of us have a better feel for grim and dark atmospheres, others might feel inspired by specific card art; on top of that, each of us has their own original style that fits some cards better than the others.

While creating sounds for premium cards, we put a lot of thought into making them feel like actual short stories, full scenes taken straight out of the Witcher world. Jutta is a good example here: at first glance, she is just a warrior defeated in some fight, but if you listen carefully, you can learn that her opponent was actually Geralt himself, which is a direct reference to a scene from The Witcher 3. Even though the sound design process is very personal and gives us a lot of creative freedom, finalizing sound for a card is a team effort. We meet regularly to listen to each other’s work, discuss how it fits the general design we established before and give feedback on our likes and dislikes. Quality is something that we never want to compromise on, so sometimes it takes up to two or three iterations to achieve the result we’re happy with.

What are your inspirations?

The Witcher series with its huge sound base is still the foundation for our work. We often come back to it to make sure our new assets are artistically similar to what already has been introduced to the players. Monsters are a good example here - we don't always want to work with the exact same sounds that were used in TW3, but we also cannot make them completely different since that would create confusion for those familiar with the game. Many of our ideas come from other games or movies. Every now and then, I hear this cool sound or scene and even if I’m working on something completely different, I come back to it whenever I feel it somehow fits the designs we're creating.

I also cannot stress enough how important our team effort is. Whenever we see cool illustrations or anything inspiring, we share it on our group chat and discuss. We bounce ideas off each other all the time and the outcome is simply amazing. Sometimes, it ends up being completely silly - those results often end up as easter eggs for premium cards. You might notice that every now and then, some of the cards change their premium sound to something unexpected.

What is your favourite card you designed sound for and why?

I've been here from the very beginning so choosing just one is difficult. I think I would pick Roach, even though it's one of my earliest creations and probably not the best from a technical standpoint, but I remember having tons of fun working on it. When I first started working on it, I got totally stuck because nothing I came up with seemed interesting enough for such an important character. I put it aside for a while and the final idea came to me while I was watching some silly animal compilations on YouTube. I think it came out great: it’s fun, catchy and a bit glitchy (to honor all those TW3 Roach bugs).

What would be the one thing you’d like people to know about card sound design?

That it's there! For some reason, card sound is often overlooked by many people, as if they’re taking it for granted. I treat it as a compliment - that means our card sounds are so realistic, fitting and natural that for them, audio is an integral part of it. The visuals are fantastic, no doubt about that, but the amount of effort we put into supporting it with great audio tends to get overlooked. I think it would mean a lot for everyone in the audio team to learn what people think of their work.

What are some of the challenges you face in the design process?

Time constraints, first and foremost. There are so many elements of the game that we support with audio - apart from the cards themselves - that it takes a lot of scheduling to keep up with everything. I think our processes improved significantly, but sometimes the creative process such as sound design does not want to follow time estimates. Another big challenge is that our card base at this point is really huge and there are only so many new and fresh ideas to approach a knight on a horse. The further we go, the more often we find ourselves in a situation where most of our ideas seem repetitive and it takes extra effort just to find a new angle.

Do you have an example of a sound sample used in a surprising way?

I think the most surprising ones are monster sounds. It takes a bit of trial and error to find a good foundation. For example, Gernichora is in fact a very processed vulture sound; the Forest Protector is an alligator, and monsters in Dol Dhu Lokke are actually camels.

What would you say is the most common sound used for GWENT cards?

We definitely use a lot of generic 'medieval' samples: armors, swords, etc., although they are vague enough that it's not that audible. Grunts on the other hand - all those small sighs, screams, breaths - became a prominent part of premium cards. When we first introduced them, our pool of recordings was quite small, so you might notice that some early characters use the same (or slightly altered) voice.

After a while, it became a real problem, so we took time to record more and more people. You might be surprised to hear that most of the grunts used for characters on premium cards are current or former GWENT developers that were kind enough to volunteer for the task.

Any final words for the community?



Yes! We read Reddit and forums regularly and take screenshots whenever we see any audio related topics. I wish we had more screenshots!

This is so cool! Thanks for sharing!
 
A little thought of mine: Since I think more people should appreciate the work of the sound designers, we should post our favorite cards/sounds and say something about them to keep this thread alive. And to make more people listen to the cards : )

So I'll start:
I love cards that show something drastic/violent almost happening, but not fully. Because the sound can tell the whole story instead. Easiest example is the Dwarven Skirmisher, where you can hear the axe splitting the skull if you wait a little. And I'll tell you about more cool card sounds when someone else posts something : )
 
I often linger in the deck builder just to look and listen to the cards. The art quality is the best I have ever seen in a game, I would like to thank everyone who participates in it! (Roach was the first card I changed to premium and when I first heard the sound of the card, I laughed.)
 
Alright, another Dwarf Card that tells a cool little story: Cleaver's Muscle. At first you just hear his spitting sound, but then you realize he is security in – maybe – a pub or an illegal casino (or both) and someone is trying to start trouble, so he utters an "hmmm?" in the troublemaker's direction, followed by a tense pause and then a short nod with another affirming "hm!". Trouble stopped. So, he's really good at his job without saying much, but communicating enough.
 
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