Elite Dangerous: Difference between revisions
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Erasmus Talbot and Jim Croft developed the dynamic music system that allows the score to ‘breathe’ and reflect gameplay. Croft managed a team of talented individuals who also worked on audio such as ship engine sound and the ship's voice. Croft said it's been an absolute honor and privilege to be involved with Elite Dangerous.<ref>[https://forums.frontier.co.uk/showthread.php/11961-Meet-the-Team-12-Jim-Croft-(Head-of-Audio) Meet the Team #12- Jim Croft (Head of Audio)]
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Whether Elite Dangerous is the most complex project he's worked on in his career, Jim Croft answered "I would say so, yes. It’s a bit like Alice. It’s a small rabbit hole initially but once you’ve started down it, one thing tends to lead to another and before you know it you are lost in labyrinthine complexity."
Regarding the backer response to the audio Jim Croft said "The response to Alpha 1.0 has been overwhelmingly positive. We were really glad to hear that people were in general enjoying our approach, particularly with respect to ship engines. One of our biggest challenges is in attempting to make space flight feel enjoyable, dynamic and non-fatiguing, while adhering to a plausible physical flight model as much as we can. It’s very tough to keep all parties happy; some like a light touch or no sound at all, whereas others want the full ‘Hollywood’ treatment. We want to give players what they want. Our aim is making as much of the audio in the game as customisable as possible in the audio options. So players can pick and choose the elements they prefer to hear and which elements they do not." <ref>https://forums.frontier.co.uk/showthread.php/11961-Meet-the-Team-12-Jim-Croft-(Head-of-Audio)</ref>
== Reception ==
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