Category Archives: Sound Design.

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 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!

Big Game Project, Week 3.

This week has been unproductive on my side.

Monday started with continuous production of sounds for the first enemy in the game, spinning attacks, menacing bleeps and a hover effect for its movement.

Tuesday proceeded with recording of some of Kei’s phrases. The school staff has been most helpful in this regard.

Before wednesday could come, however, I was struck down with some sort of virus or bug…. I’m not sure, and I was bedridden wednesday-friday.

Big Game Project, Week 2.

Week 2 has been coming along nicely!

We’ve decided to use Elias Software as a base, and thanks to the schools connections we were able to save time for our demo production by using one of the pre-existing themes for the game to showcase what we want the game be like. The theme is called Smoggy Sundown, and is a very blippy / retro-gaming sounding theme.

Apart from that, I’ve been working on trying to bring more sounds to our characters in the Level. Kei herself has not been given a voice yet, but enemy number 1 and two both have a few lines and sounds that give them SOMETHING at least, for the alpha (28’th of April.)

It’s tough work. Most of the first week was looking through tutorials and video posts on how to use the programs built-in plugins and so on. I understand now how the programs work, but I still am not a composer. Music does not come easily to me. But the sounds are manageable..! I feel like I’m making steady progress in that department.

As far as the layout goes, I’ve made a first draft, and then a revisioned second draft. The main layout is still pretty much the same, however I have gone over it and thought about use of props and sounds in order to inspire the proper feeling for each of the areas of the map. Start->Middle->End.

That’s all for this week. Stay tuned.

Big Game Project, week 1.

This week has been quite a rollercoaster as far stress goes. Last week, I pitched a 2 day game idea for a third year project, hoping to inspire someone to take me on in their group, but that didn’t happen.

It wasn’t until this Sunday that I contacted Nayomi and asked to be part of her group, to which she responded that she’d need to talk to her group on Monday in order to see what was needed.

Monday comes along and I’m holding my breath, if this does not work out my options have all but run out in terms of finding a group for this course. But it does work out, and there you have it. I’ve been introduced to the group as the sound-designer for the game.

The game is known for now as Kei. Kei is a girl from Gametown, a town she left in her earlier years. Now she’s returned and the citizens are telling her that she’s no longer welcome.

The game is about the unsavory treatment of women as gamers, in a nutshell. And I’m to tackle a role I have no experience in, which should be a blast.

Due to this, my week has pretty much consisted of finding, downloading and getting to know various programs and sources of sound-samples. I’m sick and tired of listening to car-crashes, and I’ve got a whole 8 weeks ahead of me filled with it. But the group functions very well and I know most of the people there, so it’s already going great.

Apart from sound I am also responsible for thinking about level layout. A task which I will be sharing with another group member.