Monthly Archives: May 2016

Big Game Project, Part 7.

So, we’ve come to an end with the project, and what a ride it was. I learnt so much about sound design and level design that I’m having a hard time processing it. We were given some amazing feedback during the conference as well, and I believe a re-work of the game is in the idea-stages.

During the three days, a number of adjustments were made to the sounds inside the game, patches, if you will. Ranging from adding new sounds to handling the levels of sound intensity for different characters and the music itself.

Initially we had the problem that nobody could hear the boss talking at all, and Kei was far too loud. The music also was less intense than it should have been. I elevated the boss and music levels and diminished the intensity of Kei’s voicelines. This made a big impact on how the game was perceived.

Most of the feedback about the sounds and level was that there was far too much repetition within the voicelines in the game, characters saying the same thing over and over again. In regards to level, it was good, but confusing, people could navigate where they needed to go, but not in any clear fashion. I write about this extensively in my project report PM.

So the 7 weeks are up! Thanks for a great time and have a great summer!

Big Game Project, Week 6.

I’ve been struggling with finding adequate sounds for a walk cycle. It seems most of the available ones that are free to use are recorded outside, with lots of background noise, understandably.

It’s been a problem for me so much that (despite my necessary emergency trip home to stockholm) I will have to record some own sounds in the week and throw them into the game as quickly as possible.

The last sound that I can think of that we need is a glitching sound for when Kei uses her glitch/dash. In this particular problem it’s more of an issue that I don’t know what it should sound like. I’ve been thinking about this for a while but, how does a glitch sound?

Either way…

It’s going to be a stressful last few days. Going back to the island tomorrow (Tuesday) and will work my butt off to make everything acceptable.

Big Game Project, Week 5.

This is a late post. Again. My spontaneous bout of stomach illness last week has apparently compromised my immune system because I am now combating a sinus infection/flu hybrid. It is unpleasant.

The week went by abnormally fast, either to my joy or dismay have yet to prove itself.

Sounds are coming along great, as well as music too. I’ve taken liberal help from Alex(ander?) in the staff to help create the music, considering my lackluster composing skills. The rest of the project is coming along nicely too, most of the level is done, and though we have little testing time left I am confident that it will prove to be… sufficient but also… impactful!

Creating these sounds are time-consuming (due to my inexperience), but also fun. There’s a lot of fiddling to do, and again, I’m no expert at sound engineering at all but I believe that they are good enough if not for permanent use then for at least the demo level we will have ready for GGC. Most of the sounds are very digital, but the voice-lines have little to no effects on them. We shall see how it all plays out together.

Speaking of which, GGC is rushing towards us with ludicrous speed. I have no idea what I will manage to have finished at the end of the development period, and then have to do my essay as well… It will be… stressful. There seems to be less information going out about the essay this year around as well. An odd development.

My life has interfered quite heavily with this project. I am lucky to have been given an area that is less time consuming than the other aspects of this project, giving me the time to sort these things out. Peace out.

 

 

Big Game Project, Week 4.

Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.

1: We have not yet implemented any sounds in the game

and

2: It’s hard to find our way through the level.

Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of the music themes with me on Monday as well.

Most of the week was the creation of a few specific sounds though. I fiddled with a walk cycle but decided to wait until the character controller was implemented.

I tried creating some more weapon swing effects for the game as well.

All in all, successful week! Now to change some stuff around for the beta!