Ampson (NA)
: New Live Recorded Music Headed to TFT in 9.18
Ha, that's a great analogy! We definitely wanted a game of TFT to have an emotional arc. So the first Act is pretty relaxed and exciting. The second Act adds a little bit of conflict and drama. Finally, the third Act is epic with a sense of drive to a resolution. It was really awesome working on this system with Kole, the composer for TFT. I'm sure he can go into much more details. :) We share your excitement in experiencing it with y'all soon!
  Rioter Comments
Terozu (NA)
: Did you work on Ornn's teaser with Layka singing or his log in theme?
> [{quoted}](name=Terozu,realm=NA,application-id=6kFXY1kR,discussion-id=4Ze1twXU,comment-id=00030000,timestamp=2019-04-10T08:15:42.789+0000) > > Did you work on Ornn's teaser with Layka singing or his log in theme? That was Talondor who composed the music for Ornn's teaser and also his login theme.
: Misunderstood Ornn
@TheGreatTeacher, thanks for sharing your thoughts on Ornn, they are such great observations. Ornn will always have a special place in my heart, so I'm happy he is finding places in other hearts as well. :)
: > [{quoted}](name=Ampson,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=00010000,timestamp=2018-10-24T00:25:39.279+0000) > > I actually think this is a good thing! It just ensures that each time you play Sion, or any other Champion, you will have a unique experience and hear certain VO that may surprise you, no matter how many games you've played them. :) Whilst this is true, it brings forth other issues of certain command lines simply overriding others due to their global CD being too short. Taliyah stands out as a REALLY BAD ONE Taliyah's line "If at first you don't succeed, THROW ANOTHER ROCK!" overrides 90% of her quotes due to the frequency of her casting Q. I think it would be beneficial to make ability specific lines simply trigger less often.
> [{quoted}](name=Sexy Jack Rabbit,realm=OCE,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=000100000000,timestamp=2018-10-24T11:55:37.230+0000) > > Whilst this is true, it brings forth other issues of certain command lines simply overriding others due to their global CD being too short. > > Taliyah stands out as a REALLY BAD ONE Taliyah's line "If at first you don't succeed, THROW ANOTHER ROCK!" overrides 90% of her quotes due to the frequency of her casting Q. > > I think it would be beneficial to make ability specific lines simply trigger less often. Yeah, in the instance you mentioned, that may actually be a problem with the long length of the line being associated with abilities. Going forward, we are definitely keeping in mind dialogue length with the context of ability kits and combo usage, so that ability VO feels snappier and more tied to gameplay.
: Thank you for your reply again, Ampson! Alright, well, if your revisit into the VO cooldowns/global cooldowns would help the issue,I'm totally content with that. Anything that helps hear special voiceless/interactions more will do basically. They are already scarce to hear in game as is: that's why this post was made in the first place to address that - and just you taking your time to acknowledge this problem already might pay off in the long run,whether your team of sound designers would start making unique sound effects appear more often and make it all better sooner or later. In the end, the post's goal was to announce discontent with how the VO system works in terms of special interactions, and bring your attention to it, which I'm glad you did! Hopefully, it could be improved/will get better in the future. Good luck to you with that and thank you for your time answering again!
> [{quoted}](name=TrueMortal v2,realm=EUW,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=0000000200000000,timestamp=2018-10-24T07:42:22.319+0000) > > Thank you for your reply again, Ampson! > > Alright, well, if your revisit into the VO cooldowns/global cooldowns would help the issue,I'm totally content with that. Anything that helps hear special voiceless/interactions more will do basically. They are already scarce to hear in game as is: that's why this post was made in the first place to address that - and just you taking your time to acknowledge this problem already might pay off in the long run,whether your team of sound designers would start making unique sound effects appear more often and make it all better sooner or later. In the end, the post's goal was to announce discontent with how the VO system works in terms of special interactions, and bring your attention to it, which I'm glad you did! Hopefully, it could be improved/will get better in the future. > > Good luck to you with that and thank you for your time answering again! For sure! We only get better at this from feedback like yours!
: > [{quoted}](name=Ampson,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=000000010000,timestamp=2018-10-23T23:56:42.029+0000) > > Ah! Thanks for pointing that out! We'll be sure to see what is up with that bug. Thanks again for responding! While you're here, there's one more issue i'd like to present. Taunts that are specific to having teammates around are nice, but I often find myself having to run away from my team to hear the other dialogue. It'd be nice if the cooldown was longer so I could cycle through all of my taunts when near teammates, as opposed to hearing *watch and learn, but mostly just watch* over and over on GGMF or *I don't really have friends* over and over on Evelynn. For the longest time I thought new Eve only had that one taunt because I typically only ever taunted during the first minute as we waited grouped at blue buff for minions to spawn.
> [{quoted}](name=Hexs Fortune,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=0000000100000000,timestamp=2018-10-24T15:56:59.318+0000) > > Thanks again for responding! > > While you're here, there's one more issue i'd like to present. Taunts that are specific to having teammates around are nice, but I often find myself having to run away from my team to hear the other dialogue. > > It'd be nice if the cooldown was longer so I could cycle through all of my taunts when near teammates, as opposed to hearing *watch and learn, but mostly just watch* over and over on GGMF or *I don't really have friends* over and over on Evelynn. > > For the longest time I thought new Eve only had that one taunt because I typically only ever taunted during the first minute as we waited grouped at blue buff for minions to spawn. Ooooh yeah, that is a good point! We can definitely re-evaluate the way it is set it up so that you only hear taunts for teammates a certain number of times before it stops and defaults to the regular taunt lines. Thanks for bringing it up!
: I heard a line of Dialogue from Sion (possibly uniqe to his Mecha skin, not sure) that I'd never heard before, and I have no idea how it's never came up. I got a shutdown kill on a fed enemy Jax, and Sion said "Lights out, Jax." Your post makes me wonder how many other dialogue lines have just gone unnoticed over time.
> [{quoted}](name=Strawberrycocoa,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=0001,timestamp=2018-10-22T21:33:51.429+0000) > > I heard a line of Dialogue from Sion (possibly uniqe to his Mecha skin, not sure) that I'd never heard before, and I have no idea how it's never came up. > > I got a shutdown kill on a fed enemy Jax, and Sion said "Lights out, Jax." > > Your post makes me wonder how many other dialogue lines have just gone unnoticed over time. I actually think this is a good thing! It just ensures that each time you play Sion, or any other Champion, you will have a unique experience and hear certain VO that may surprise you, no matter how many games you've played them. :)
: > [{quoted}](name=Ampson,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=0000,timestamp=2018-10-22T20:21:09.730+0000) > > As a general rule, if a Champion is in the middle of speaking/playing a VO line, then no other VO trigger will interrupt it. This is to avoid unnatural speaking patterns. If that wasn't the case, you'd have a ton of VO lines being interrupted and it ultimately disrupts the flow of dialogue, leading to situations where you may never hear certain VO lines while you are moving or attacking for example. > Hi! Thanks for taking your time to reply. So by that quote as I understand it you mean: when special line of gialogue/interaction IS IN FACT triggered it is not interrupted by other common voicelines, as the general rule states. On the other hand, If I kill X champion while in the middle of lets say walking voiceover, and there SHOULD be a special voice after I kill said champion for my one, it WON'T trigger as well, again, just as the rule prescribes. Since common VO's are, well, used regularly and easily, and special interactions are rare/need specific circumstances(you not being in the middle of some other voice being played)/not triggered as often, for the most part in my opinion you are sacrificing noticability of those interactions for... better common voiceline consistency? Doesn't really help to be honest. Special dialogue is still left in the back trying to break through this common talk wall. I'm not a sound designer or anything, but maybe a possible solution to this problem could be something like this: if an event during which special dialogue might occur is ABOUT TO trigger or THE MOMENT IT triggers, no common voiceline should be heared for X amount of time and special ones should take priority so that the moment they can trigger, they will. Though, this might need adjustments to quite a large group of champions on individual level. Edit: another thought I'd like to share: common voicelines don't last long usually. I'm not sure whether the following is already in the game (again,it's hard to tell as of now), but what if in an instance where a special interaction occurs, but you're in the middle of common line, the special dialogue could trigger right after (around a second later maybe) that line is finished? You would only need to increase the time for it to let it trigger e.g. 5-6 secs after an interaction has occured so that any common lines inbetween could be finished and said dialogue could start. It doesn't cause weird interruptions nor disrupts the dialogue flow and REALLY helps the issue here. As of now I believe there is a timer inbetween any dialogue that a champion says, be it common or unique
Great points! Let me dive a little deeper with you in how our VO system current works. Each Champion VO set has a "global cooldown" so that we can control how often you hear a champion speak. Within that, each VO trigger also has its own cooldown so that we can control how often you hear certain VO triggers, like Move lines, Attack, Kills, etc. On top of that, each VO trigger can "ignore" the global cooldown, so it will always plays even if it's in cooldown mode, like ultimate efforts or death efforts. In the instance when you kill another champion, there are many things that happen. First is the Announcer VO plays, and she is the top in priority because she is the utmost importance in understanding the gameplay. All special champion VO (like kills and such) will effectively "wait" for her VO to stop playing before playing themselves. This could actually take several seconds because the Announcer may have a string of triggers to play, which then may make your Champion Kill VO line irrelevant. Also, those special interaction VO lines are all 3D (triggered within the map and tied to an object), so if you move yourself off camera, you actually won't hear them anymore. You bring up so great points and I think we can investigate having special interaction VO ignore the global cooldown so that if no other VO line is playing and the current global cooldown for that champion is still on, it will always play and be heard. I think that may help the situations you are referring to! :) It's a hard balancing act, because we want to make sure the VO reflects the champion's character but we don't want to make them feel "chatty" or that they start getting in the way of important gameplay. It's a fine line between "I wish I heard more of these lines" and "Wow, can they shut up now? They're so annoying."
: > [{quoted}](name=Ampson,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=0000,timestamp=2018-10-22T20:21:09.730+0000) > > Hey, TrueMortal v2! Thanks for your thoughts! Just wanted to give you some context as to why the VO behaves the way it does. > > As a general rule, if a Champion is in the middle of speaking/playing a VO line, then no other VO trigger will interrupt it. This is to avoid unnatural speaking patterns. If that wasn't the case, you'd have a ton of VO lines being interrupted and it ultimately disrupts the flow of dialogue, leading to situations where you may never hear certain VO lines while you are moving or attacking for example. The _only_ exceptions are vocal lines/efforts when you use your ultimate or when you die, because these are high priority gameplay notifications (your ultimate VO lets you and everyone else know that you are using your ultimate power and also when you die your Champion shouldn't be speaking anymore.) > > To your point about hearing special VO triggers more often in Spectator Mode - this is because the majority of special VO triggers don't have to compete with attack and move lines, which only plays on a per client basis. So there's a much larger area of time that VO can play, since it's not interrupting other VO lines. > > We _are definitely_ trying to automate more VO triggers so that you get more character flavor in new and unique ways though. For example, instead of taunts, we are putting more emphasis on "first encounter" VO lines that trigger automatically when you first see an enemy. No more awkward moments trying to stand close to an enemy and taunting them. :) > > We are constantly trying to evolve our VO system, so definitely let us know more of what you like/dislike or any cool ideas! Thanks for taking the time to respond! Not to blindside you, but I just want to share another exception in Gun Goddess Miss Fortune's suit swapping vocals getting consistently interrupted by long move triggers. As an example: I back to base and swap suits/ buy items, then click to go back to lane. The suit swap dialogue starts, then gets cut off as I leave fountain by a "long move" triggered voice line.
> [{quoted}](name=Hexs Fortune,realm=NA,application-id=6kFXY1kR,discussion-id=ZjcFWFUP,comment-id=00000001,timestamp=2018-10-22T21:30:49.546+0000) > > Thanks for taking the time to respond! > > Not to blindside you, but I just want to share another exception in Gun Goddess Miss Fortune's suit swapping vocals getting consistently interrupted by long move triggers. > > As an example: I back to base and swap suits/ buy items, then click to go back to lane. The suit swap dialogue starts, then gets cut off as I leave fountain by a "long move" triggered voice line. Ah! Thanks for pointing that out! We'll be sure to see what is up with that bug.
: Can special voice lines be louder/take priority over common ones?
Hey, TrueMortal v2! Thanks for your thoughts! Just wanted to give you some context as to why the VO behaves the way it does. As a general rule, if a Champion is in the middle of speaking/playing a VO line, then no other VO trigger will interrupt it. This is to avoid unnatural speaking patterns. If that wasn't the case, you'd have a ton of VO lines being interrupted and it ultimately disrupts the flow of dialogue, leading to situations where you may never hear certain VO lines while you are moving or attacking for example. The _only_ exceptions are vocal lines/efforts when you use your ultimate or when you die, because these are high priority gameplay notifications (your ultimate VO lets you and everyone else know that you are using your ultimate power and also when you die your Champion shouldn't be speaking anymore.) To your point about hearing special VO triggers more often in Spectator Mode - this is because the majority of special VO triggers don't have to compete with attack and move lines, which only plays on a per client basis. So there's a much larger area of time that VO can play, since it's not interrupting other VO lines. We _are definitely_ trying to automate more VO triggers so that you get more character flavor in new and unique ways though. For example, instead of taunts, we are putting more emphasis on "first encounter" VO lines that trigger automatically when you first see an enemy. No more awkward moments trying to stand close to an enemy and taunting them. :) We are constantly trying to evolve our VO system, so definitely let us know more of what you like/dislike or any cool ideas!
Zeanix (OCE)
: We need more Behind the Scenes for champions
Hey, Zeanix! I'm so happy you enjoyed it! It was fun being a part of it and working with the amazing people behind Ornn.
: I adored this!
Thank you for the kind words! We're so happy you enjoyed the audio dramas! It was fun to work on and exciting to tell new stories in new ways.
: > [{quoted}](name=Scathlocke,realm=NA,application-id=6kFXY1kR,discussion-id=89E3bGdu,comment-id=0000,timestamp=2018-05-31T20:07:17.625+0000) > > Would you like more? > > If so, please tell Riot as a whole. :-) The more demand we see online, the more likely we are to be able to do more. I greatly enjoyed this presentation. The audio added a superb degree of immersion.
Wooo! Happy the audio and sound design was able to help elevate your immersion in these awesome stories!
: We need more audio dramas for the future
Hey, Marpatt11! I was one of the sound designers on this project, particularly the Pyke episode. One of my passions is using audio and sound design to tell stories, so this was a blast to work on. I'm really happy you enjoyed it!
Cosnirak (NA)
: Pyke's Voice Is Bad
Hey, Cosnirak! Thanks for sharing your feedback on Pyke's VO processing! I am his sound designer and my goal was to try to capture what a dead man's shredded vocal chords that are perpetually wet would sound like. A little bit aquatic/amphibious, a little bit extreme vocal fry. When you play him in a match, you'll also hear faint sounds of underwater bubbles to help tie in the drowned fantasy. Of course, your aural perception of him will sound different between playing him in-game vs. listening to him on a YouTube video. We focus on how our Champions will sound in-game. Thanks for your honest feedback and we hope to give you something else to delight your ears! :)
: Another question, sorry to be a bother. What are some your favorite voice effects to work with? I've done multiple layers, left-right ear distinct filters, and slight reverb/echoes. I'm curious what other really cool effects you have managed to create.
No bother at all! I love creating different styles of reverb IR's (Impulse Responses) that are more "sound designy" in nature, not just the sound of a room or hall. For example, Aurelion Sol's vocal processing uses a special cosmic/sparkly sound effect with a really long tail to give him his cosmic otherworldliness characteristic to his voice. The cool thing about this is the actor's voice excites the custom IR, so the effect is molded around the actor's voice. Altiverb let's you use custom IR files, so experimenting is fun and easy to do.
: apparently xayah/rakan's ping voice lines are audible to enemies
Hey, everyone! This is definitely a bug and we'll be fixing then asap. Only Xayah and Rakan players should hear themselves pinging each other. Thanks for pointing this out!
: The first paragraph I'm sure its true However for the second, at least in my region (LAN, I'm Mexican) I've been thinking about it and I feel like I've figured it out: When you create a character in English, you breathe life into the character not only through its lines but also as you most definitely know, through its accent, intonation, and mannerisms. The problem with regions like LAN is that they use "Neutral Spanish", rather than accents and words from different countries (that makes characters like Kled, Kaisa, Caytlyn, and Camille lose a lot of "character"). So for example maybe Camille should have a Spanish accent like she has a British accent in English; she got a "Neutral" accent because in Latin America that is the norm for some reason *everything that gets translated is with the same rules since you hired the guy that translates dragon ball for LATAM ------------------------------------------------------------- I think a lot could be gained if Latam translations embrace different accents, and most importantly, colloquialisms from different regions. Have some champions sound Argentinian, Spanish or even have foreign accents Have characters use slang and colloquialisms from different regions rather than adhere to a language structure that no country really talks like (even if we all can understand it). To make a comparison, some Latam Vos are equivalent to really well enuciated Microsoft sam recordings. Just my 2 cents tho EDITED FOR CLARITY
Extremely good point. I can't really answer this with confidence, so I've let the Loc team know your thoughts so they should be able to chime in soon about them. I can add that I've heard of other regions taking this into account when they choose actors and performances, but this can vary from region to region.
: if you look at their hiring page you will see they don't. I THINK people from other offices can pitch ideas sometimes, but that is about it. The problem with having people from different offices create champions is that it would make communication across departments a lot more difficult than it ought to be, not to mention how much cheaper is to have all the creative people close by (people work on multiple stuff at the same time, so allocating them to projects can be a lot more flexible that way)
Yup, DeadUnborn is correct - we do all production work here in our NA offices. Being able to work closely together definitely helps us achieve the high amount of content we create each year. Thanks for asking, Mysticman89!
Ampson (NA)
: Hey, CleverCactus! Woo, I could spend all day/week/month/life? answering that question, haha. To keep it simpler, we do a combination of both synthetic sound design (using software and plugin instruments) and recording of Foley assets using real world objects and then editing it from there. We are planning on diving deeper in the way we share our process of sound design with you all very soon, so keep a look out for it!
Oh yeah! Just in case you missed it, here's a short video of some of the field recording and Foley performing we've done at Riot in the past few years. https://twitter.com/riotgames/status/930475408750919680?lang=en
: Makes sense I have very little knowledge of VO processing, but I do wonder if sometimes English VO "feel" better because maybe you had a better idea of what you were doing rather than 3rd party localization teams. Again I have no idea of VO processing so I have no clue how "hard" it is to follow the "recipes"; maybe it's not very complicated at all. While localization jobs usually do great work, characters like Kled and Swain are very difficult to translate into other languages, so I usually prefer the English VO anyhow
For sure! Trying to keep the essence the same across 17 different languages has its fair share of challenges, but we trust one another in bringing to life each and every Champion and Skin we release. It definitely places a lot of trust in the recipe, so we try to make it as detailed and approachable as possible while working to keep the lines of communication open and constant across different time zones. Our Localization team is A-MA-ZING. :) Also, our Localization team does a great job translating Champions so that they resonate with that region's taste and culture, so I can totally see how some regions will resonate more with you than others. I really enjoy listening to the different region's take on a Champion and find it interesting how some characteristics change while other stay the same. :)
: How do you guys make sound effects for abilities? Like do you use some software to make sounds that sound like fire and rocks and ice and stuff, or do you record some audio and edit it?
Hey, CleverCactus! Woo, I could spend all day/week/month/life? answering that question, haha. To keep it simpler, we do a combination of both synthetic sound design (using software and plugin instruments) and recording of Foley assets using real world objects and then editing it from there. We are planning on diving deeper in the way we share our process of sound design with you all very soon, so keep a look out for it!
: do you also do the processing for localized languages? or only english?
Hi, DeadUnborn - That's a great question! We only do processing for English, but we do create a VO processing "recipe" that we document for our Localization Team that all our regions use to process their respective localized languages. We do this to keep the "essence" of the Champion's VO aligned across all languages.
: Do you think Audacity is a good software to use for more filter-heavy voices? I know many VAs such as myself use it as a go-to, but from a sound design spectrum I'm not sure how it would hold up.
Hey, Melledoneus! I actually haven't used Audacity in YEARS, so I can't speak on the quality of it. Maybe someone else can speak more to it than I can. Ultimately, I think it comes down to not what software you use, but HOW you use it. I will say, though, Audition's workflow and user interface is SO SMOOTH and fast. I fell in love with it 6 years ago and never looked back. :)
VØIÐ (EUW)
: @Riot What software do you use to edit character voices for skins?
Hi, VØIÐ! I'm one of the Champions Sound Designers and I get the opportunity to work on processing our Champion voices. Our Audio Team uses several different software, but I personally use Nuendo as my main tool and Adobe Audition for final mastering and batching. Audition is a great piece of software, so I'm happy you use it! In terms of plugins for processing, it really depends on the type and timbre of the actor's voice and what characteristics we want to add to them. In general, my go-to's are Altiverb, Fabfilter plugins, GRM Tools, Soundtoys, Ozone, Waves DeEsser & Rbass. If you have other questions, feel free to ask! :)
: Zoe's Beatboxing Animation + Kinetic
That animation is actually one of her idles. If you don't move for a little while, she'll randomly start playing different idle animations. Hope you enjoy!! :)
: I'm curious as to what exactly the sound designer on a Champion does-- do you actively compose sound effects, or do you have a team of people who make a bunch of them to be reviewed and approved according to a general theme you give out?
Great question, Bad Zoe Main! As a LoL Champion Sound Designer, I actively record, compose, and edit sound effects for our champs. We have an immensely talented Audio Team for LoL and each of us are embedded within the development team of each Champion, just like animators, visual effects artists, and gameplay designers. That said, we do come together frequently to share what we all work on independently to gather feedback and inspiration from one another. Happy to share more info if you want!
: A question for CertainlyT
Hi, KestrelGirl! This is Ampson, Zoe's sound designer. I listened to a ton of Caspian while developing Zoe, mainly because I just got into them recently. Their music can really feel cosmic/otherworldly to me and put me in a trance-like state. I also listened to Breath of the Wild's musical score because I am obsessed with that game, haha. The music inspired an adventurous spirit, which helped develop Zoe's sound. Oh and for direct inspiration, I put on music from various Mario games. Those soundtracks are the epitome of delightfulness and imbues fun and creativity for me.
: Request to have all champion specific taunts also applied by first attack like Ornn
Hey, DeadUnborn! We definitely feel the same way and have also gotten the same feedback from others. Expect to see this type of interaction more often in the future!
: > [{quoted}](name=Ampson,realm=NA,application-id=6kFXY1kR,discussion-id=zYPFAUYs,comment-id=0003,timestamp=2017-04-08T18:17:32.039+0000) > > Hey, thanks for bring up the conversation! Ping VO is something we definitely wanted to experiment with in general for League. Xayah & Rakan's relationship provided the best opportunity to see how Ping VO could add to the experience of ADC's and Supports coordinating with each other in bot lane. Keep the feedback a-coming! :) Are there any plans for the ping VOs to happen even if both of them aren't in the game?
Hey OverpoweredSoap! We currently don't have plans to have Ping VO on if either Xayah or Rakan are not in a game together. They were designed this way to reinforce their relationship and add to their experience of coordination during a game.
: Pinging VO lines
Hey, thanks for bring up the conversation! Ping VO is something we definitely wanted to experiment with in general for League. Xayah & Rakan's relationship provided the best opportunity to see how Ping VO could add to the experience of ADC's and Supports coordinating with each other in bot lane. Keep the feedback a-coming! :)
Sciela (NA)
: Thanks for Ivern.
Nice! We're really happy that you're enjoying Ivern as much as we are! See you on the Rift!
: > [{quoted}](name=Tesla Effect,realm=NA,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=006f,timestamp=2016-09-29T18:35:05.722+0000) > > * Is Mikkus, the squirrel the one we seen in his animations? Yep! Some fun facts about Mikkus: - In extremely early backstories, Mikkus dies. The team was all very upset with FauxSchizzle about it. :P - Ampson voices Mikkus.
Life goal: voice a squirrel. CHECK.
: Thanks. I'm not an audio engineer or anything, but I'm getting ready to design some games. I was just curious to see how you guys did it.
Awesome! GLHF in your path to designing games!
Drimiton (EUW)
: Is it possible to Play him as a classic support on bot lane ?
I'll definitely be trying him out in bot lane!
: Thank you Riot for this wonderful Q&A. I am very much looking forward to playing Ivern. Thematically, character, and gameplay wise he seems like a blast.
Thank you!! We're super excited for you to finally get to play our favorite lovable forest goofball!
: What was your inspiration?
For sound design and voice: Games: _Ori and the Blind Forest Flower Journey_ Movie Characters: _Treebeard _ from LotR _Yoda_ specifically from ESB _Rafiki_ from The Lion King
Macilento (EUW)
: From the Sound Effects point of view: Was Ivern any easier or harder then other champions? If Yes, why?
It was definitely more challenging to design sound for Ivern since he had to sound passively mystical and not feel aggressively violent but still feel satisfying in a game which involves violent characters killing each other with huge abilities and bombastic sounds. (Though I did get to explore more of the violent side with Daisy's attacks.) Also, since Ivern isn't tied to any one region in Runeterra, I had more freedom to explore what his "forest magic" could sound like but still fit within the League universe. All these challenges were extremely fun to dive into and I hope you enjoy the work that came from it!
Scherzo (NA)
: I can't comment on full-crit Ivern, but I did have a ton of fun cheesing some of the other audio team members in our playtests with attack-speed runes+Triforce Ivern :)
Uughhhh... playtests we will never forget. :)
: @Ampson What was your design process for making Ivern's noises?
Hey Blue Collar Bear! I first had to creatively brainstorm where Ivern would fit sonically in League. Because Ivern's such a friendly creature, we wanted to stay away from overly violent sounds and push toward natural, mystical, and "agilistic fun." Some other games that served as inspirations were Ori and the Blind Forest, Flower, and Journey. We definitely wanted to stay away from what makes Maokai and Zyra unique, while carving out a different and special audio palette for Ivern. Next we recorded A LOT of wood/leaves Foley. I constructed a tool that would stretch various rope across wooden logs to get some really gnarly wood creaks and groans. Recorded a lot of tree bark ripping and tearing. Also, the leaves you hear in-game are not actually leaves at all! We cut up old cassette tape and strips of paper onto a stick and swung it around like a ribbon twirler. We also did a lot of twisting of those in our hands to get more texture audio source. Most of wood elements you hear in his voice and sound all came from these recordings. For the celtic mystical magic part of Ivern, I used a lot of recordings of bells, chimes, whistles, and other source that was used for various "Runeterra magic." Using all this with several audio plugins like WHOOSH, Dopplers, Soundtoys, and various Waves instruments added to the more naturalistic wood Foley to give Ivern his unique sound. I'm planning on sharing some videos and photos from our Foley recording session on the boards in the next couple weeks, so stay tuned!
notsaraa (EUW)
: Was Ivern somehow inspired by Treebeard, the Ent from lord of the rings?
From a sound design perspective, most definitely! Being able to hear the bark of this face crackle and move around his mouth as he speaks was a huge challenge that I wanted to achieve and thought would really add to his character, making him feel unique compared to other champions.
: What are Ivern's thoughts on Yordles and has he ever ran into Lulu? http://emojipedia-us.s3.amazonaws.com/cache/df/f1/dff160c559f3b01ce3fbbbf4384bd19d.png
Ivern would definitely love to be in company of like-minded Yordles like Lulu.
: Probably because his recall summons a chorus of adorable gingerbread men, and then he devours them with great delight in his eyes
: So as soon as i saw Ivern, i immediately thought to Tom Bombadil from the Lord of the Rings and The Green Man from the Wheel of Time book the Eye of the World. Did these two contribute to his conception and were there any other influences?
> [{quoted}](name=9andahalffingers,realm=NA,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=001b,timestamp=2016-09-29T18:03:42.271+0000) > > So as soon as i saw Ivern, i immediately thought to Tom Bombadil from the Lord of the Rings and The Green Man from the Wheel of Time book the Eye of the World. Did these two contribute to his conception and were there any other influences? Some of my personal favorite reference inspirations were Yoda (when Luke first meets him on Dagobah in ESB) and Rafiki from the Lion King.
Napstablook (EUNE)
: 1. Are Daisy and Blue Buff going to date? Ivern clearly ships them (new OTP) 2. How long had riot thought of making a support jungler before Ivern came to be? 3. Any interesting bugs or scrapped abilities? 4. Since Ivern seems to have had some relations with the Watchers, is it possible we might hear more about them?
> [{quoted}](name=Napstablook,realm=EUNE,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=0020,timestamp=2016-09-29T18:05:36.528+0000) > > 1. Are Daisy and Blue Buff going to date? Ivern clearly ships them (new OTP) Ivern's always trying to play matchmaker. ;)
Haunt (NA)
: Are you aware that this champion is going to throw Bard off his throne of being *THE* meme champ?
> [{quoted}](name=Haunt,realm=NA,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=0025,timestamp=2016-09-29T18:06:51.745+0000) > > Are you aware that this champion is going to throw Bard off his thrown of being *THE* meme champ? Oh yes. We are ready. :D
: > [{quoted}](name=Deep Terror Nami,realm=NA,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=0002,timestamp=2016-09-29T17:42:06.332+0000) > > What's the inspiration for his goofiness? When I think of a tree-man protecting the squirrels, I would think of something slow and deliberate (think Treebeard the Ent), serious, calm, and not like he jumped out of Lulu's imagination XD (super excited to try him, though, don't get me wrong) From the narrative side, a bit of it was wanting to avoid the typical druid/treant/ent slowness. We wanted our weirdo tree man to have energy and his own sense of oddness. We figured, after a few dozen lifetimes getting to know nature, he'd sort of see sides of their personalities that we don't see. Besides, Ivern is full of life and life energy. While nature is patient, life never ever stops or slows down. Then we saw his walk animations and knew we made the right call. Also, slow line delivery while attacking or spell casting would get sort of excruciating after a while.
> [{quoted}](name=FauxSchizzle,realm=NA,application-id=3ErqAdtq,discussion-id=QWqJuml4,comment-id=00020000,timestamp=2016-09-29T17:56:40.107+0000) > > From the narrative side, a bit of it was wanting to avoid the typical druid/treant/ent slowness. We wanted our weirdo tree man to have energy and his own sense of oddness. We figured, after a few dozen lifetimes getting to know nature, he'd sort of see sides of their personalities that we don't see. Besides, Ivern is full of life and life energy. While nature is patient, life never ever stops or slows down. Then we saw his walk animations and knew we made the right call. > > Also, slow line delivery while attacking or spell casting would get sort of excruciating after a while. Yeah, the inspiration came from all sides and disciplines. After seeing the first animations for his basic attacks, we knew his voice delivery had to match the light-hearted fun slappiness. He even says "oops!" sometimes! Also, we have a good idea of who we think the character is going to be before we record the voice actor, but our super talented voice actors always interpret characters in ways we never thought, and Ivern was no different! Recording Ivern's voice was definitely a highlight especially listening to Candy King Ivern voice deliveries. :)
: Aurelion Sol's theme. Greatest galactic war ever.
Thanks everyone! It was an absolute blast designing the sound and VO for Aurelion Sol and happy you all are enjoying him. I agree, his music is definitely one of my favorite champ themes. Kudos to Jason Wiley, the composer for Aurelion's theme!
: what was your favorite part about making Aurelion Sol? Also why was that your favorite part?
I would say creating what a dragon from space would sound like, because I feel like they are traditionally not paired together. Who knew I could combine my love for dragons and space??
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Ampson

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