soundforgames
Wednesday, 12 June 2013
evaluation
Evaluation of my sounds
Ambient sound:
My ambient sound is made from a short violin tune slowed
down with a lower pitch, this gives the sound an eerie feel and makes the
player feel alone and disturbed.
The reason I chose a violin for this sound is because back
in the Victorian period orchestras were very popular, this was a time before
the birth of rock or jazz music, the twisted sound adds an old traditional feel
but it’s been distorted enough to make it sound painful and unpleasant.
Compared to most ambient sounds in video games that contain
ten or even hundreds of little sounds such as crickets and birds my sound seems
pretty simple however this simplicity is what makes it stand out as it’s the sound
the player will be hearing when there’s nothing around to hurt them.
Boiler:
My boiler sound is made up from three tracks (fire, a cauldron
boiling and a kettle) I have blended this sounds on a multi-track with the
boiling cauldron sound over the fire to make it sound like fire is the energy
that is boiling the water. I think that I’ve pulled off this effect rather well
as it took a while of raising and lowering the decibel levels so that the
sounds merged perfectly.
Compared to the sound of a real old boiler I believe I am
close in terms of the sounds however on looking over my sound now I realise I should
have added the sound of rattling pipes after the steam to make it sound like
the boiling water was leaving the system, this could also tell the player this
is a bigger environment as the water has to be going somewhere.
Chains:
My chain sound was made from a chain rattling against a
fence, the reason that I think this sound suits the purpose that I intended it
for because I made the sound exactly how it would be made in the game.
Compared to other chain sounds in games I think that my
sound is at the same level but only because it would have been made by a folly
artist in the same way or similar.
Creaking door sound:
To make this sound I took the sound of a door opening and
then slowed it down to a point where you could hear the hinges moving, this
sound is meant to torment the player by creating a loud sound that could alert
enemies, this sound is also designed to show the player that the building is
old but used enough so that the door isn’t just sealed shut.
Compared to games like amnesia the dark descent my door
sound is up to the same standard however I feel like I should have added the
sound of the door handle moving to give the door more weight and a more
realistic feel.
Creaking floor
boards:
To make the floorboard sounds I went to an old building with
wooden floors and then walked on them while recording with a shotgun mic, when I
got back to college I took the sound into audition and then made it louder and
cleaned it up.
As this sound is created by the same situation that is
happening in game the sound fits the scene perfectly and I would not change
this sound unless the player was walking on a different kind of wood floor
however the player is expecting the same sound so I might not change it.
Screams:
To make the screaming sound I took the sound of a person
screaming and then raised the pitch so that the scream sounded more feminine
and painful, the reason I wanted the scream to sound painful is simple, I want
to make the play feel that if he or she makes a mistake it will be them who is
screaming.
I did not have a person that could make painful screaming
sound but if I did I feel that this sound could have been much better however
with what I had available I think that my sound is to a good standard.
Electric sounds:
I took a standard shocking sound and then altered it so that
the sound repeated, the reason I did this was to show the player the electrical
current was constantly going through the wires rather than every so often.
I had problems with this sound as when I duplicated it the
sound got shortened but the whole sound was still there making it spit. If I was
going to do this again I would look on youtube about how to use audition more effectively.
Monster
groans:
I took the sound of a man in plan and then slowed it down
and lowered the pitch, however this just made the creature sound like he needed
the bathroom rather than the sound of a scary monster, after this I started
again but this time I tweaked the setting more finely rather than to the extremes.
I don’t think this is one of my best sounds however it still
adds atmosphere to the game play and gives the player some indication that they
are in danger.
Thursday, 6 June 2013
audio games for the blind
3D Snake
when you launch the game music is played followed by the title of the game (3D Snake) and then a voice started explaining how to use the controls on your keyboard to navage the menu that you can not see.
what the person says:
- main menu
- use your arrow keys to move up and down the selections
- press enter to select
- START NEW GAME
- SPEAKER TEST
- EXIT
- OK LETS GO
how to play:
"You move the snake around in a 30 x 30 grid world with your arrow keys. Your objective is to collect as many fruits as possible but avoid collisions with the walls. The walls are represented by a wind sound"
"If you collide with a wall just once the game is over. Fruits will appear at random times, at random positions The fruits are represented by a "bing bing bing"-sound that continues to loop until you catch the fruit"
how this game makes me feel:
even though i could not see anything on the screen i never felt like the game had bad controls because it was very clear when i was in danger and when i was getting close to the fruit, one thing i would say is this game could be better if there was come kind of indication of how many points you have during the game like in the visual version, however this might interrupt the game play.
Blindside
http://www.kickstarter.com/projects/600219258/blindside-the-audio-adventure-video-game
http://www.kickstarter.com/projects/600219258/blindside-the-audio-adventure-video-game
blind side is an attempt to create a survival horror game only using sound to create atmosphere that would usually be created with graphics/ visual displays.
star trek final conflict
the first thing you hear is the iconic star trek theme song followed by a disclaimer, after the intro has ended you are shot into the game, you use the arrow keys to select options within menus.
this is as far as i got with this game as i couldn't work out what was going on.
metal gear soild 3 snake eater
how this sound makes me feel:
in metal gear solid 3 snake eater there is scene where you have to clime a long ladder while listening to the song snake eater, this sound brings out emotions in the player because up to this point the main character snake has lost allot and been betrayed by the ones he cared about, on top of that he is on a mission to kill his teach called the boss.
this song is inspired by the James bond films, the song is about all the things that snake has done up to this point and compares it to a dream.
the reason this song is so powerful is the player is forced to listen to it in an environment where it stands out, this was also done in red dead redemption as this forces the player to look back on the games story and admire the emotion connection you have formed with the characters.
while listening to this song i felt sad as snake has had everything taken away from him even though he tries his best and risks his life for what he believes in.
story board
sounds heard:
- creaking floor
- bed creaking
- puffing pillows
- background ambient sounds
- rattling chains
sounds heard:
- foot steps
- door creaking
Ashley moves out onto the landing to see when the noise was.
sounds heard:
- foot steps
- creaking floor
when Ashley looks down the stairs he/she sees a broken glass on the floor.
sounds heard:
- breaking glass
- ambient sounds
Ashley hears the sound of wind blowing through a crack in a the old hotel.
sounds heard:
- wind blowing through a crack
- ambient sounds
after seeing the trap door he/she moves over to it to see what it is and then proceeds to open it.
sounds heard:
- foot steps
- creaking hatch
- metal on metal
Saturday, 25 May 2013
audio design doc
Audio design
doc
The level
that I have designed is a horror level set in a Victorian mansion, because of
this I will be using sounds that bring fear and disorient the player.
Sounds I
need:
·
Chains
·
Creaking
floor boards
·
Creaking
doors
·
Foot
steps
·
Boilers
·
Electrical
sounds
·
Screams
·
Ambient
dramatic tones
·
Monster
groans
The main
character starts in a small room covered in blood righting on the walls, at
this part of the level the character can here looming ambient sounds such as
old organ music or low violin tones.
(How I will
make these sounds)
I will get
some recording equipment out of the ERC and record myself walking on a concrete
floor, I will take
These tones
are designed to bring a sense of atmosphere to the game play, these sounds will
become louder and softer at random points during the game even if the player is
not in danger this is so that the player does not know when or where he/ she
will have to run away from threats.
The player
walks through the first and only door after reading the writing on the walls,
as the player walks through the first door the door creaks slowly open.
The door creaking:
The creaking
door sound effects tell the player that this building is very old, old enough
so that the hinges are not well oiled but not left long enough so that the door
does not open, this could tell the player that these doors have been used even
though the area he/she is in was hidden.
(How I will
make this sound)
For this
sound I will take a royal free sound of a door opening and then take it into
audition to first slow the sound down and then add an echo to the now slowed
wave length, the reason I am adding an echo is because the character is in a
confided space, in reality these sound waves would bounce around.
(Tools
needed)
·
Audition
The main
character moves into the second room and see the first fork in the road the
sounds of chains can be heard rattling, even though there are no chains to be
seen.
Chains rattling:
This sound
will appear in random rooms/ corridors with in the game, these sounds also
appear when the roaming enemies of the game are close.
Difference between normal chains and the
chains on enemies:
Normal
chains:
The normal
rattling chain sound will only rattle twice and then vanish; the start of this
sound will be the same sound as the start of the enemies sound however the
second rattle will be completely different telling the player that it’s a fault
alarm.
Enemy chain
sounds:
The enemy
chain sounds will start with a rattle and then sound like they are being
dragged along concrete, this sound will continuously loop until the player is
far enough away from the roaming enemy.
This sound
effect will also get louder the closer he/she is to this enemy, telling the
player how close they are to danger.
(How I will
make these sounds)
I will take
out some recording equipment out of the ERC and then find some chains down on
the hoe, when I find some chains I will rattle them against a wall or fence to
produce the rattling noise, for the enemy sound I will take a royal free sound
of scratching and then take both the rattle and the scratching sound into
audition, from this I will have two completely different sounds.
(Tools
needed)
·
Mic
·
Recorder
·
Batteries
·
Audition
·
Internet
·
chain
From this
point onwards the player has complete freedom to move around the level as
he/she pleases, because of this there will not be a set order in which the
player will hear the following sound, how all of the following sound in the
level ether to create atmosphere or help the player become immersed in the
game.
Footsteps:
The
footsteps will give the character weight; this sound will immerse the player
more into the game as it is a sound you expect to hear when you are walking on
a hard floor.
(How I will
make this sound)
I will make
this sound by recording me walking on concrete and then audition the background
noise out so that the noise of the footsteps would not be interrupted by people
moving or traffic.
(Tools I
will use)
·
Mic
·
Recorder
·
Concrete
floor
·
Audition
Boiler sounds:
In two
places in the levels there are boilers which power the hotel, these boilers
will be loud and affect the players ability to hear threats closing in on them.
(How I will
make this sound)
Because I don’t
have anything that sounds remotely like what an industrial sized boiler I will
have to make the sound by mixing the sound of a flame with the sound of boiling
water, I will get the fire and boiling water sounds off a royalty free site or
go onto sites like YouTube to find the sound in background footage.
I will then
take both sounds into audition and layer the boiling sound over the flame at certain
points to give the impression that the boiler is increasing and decreasing in
pressure.
(Tools I will
use)
·
Internet
·
Audition
Electrical sounds:
Electrical sounds
are also heard often because of the back wiring of the hotel, this sound might be
found near open wiring or faulty lights, these sounds are in the game for
effect only and will not handicap the player in any way.
(How I will
make the sound)
I will get a
royalty free electric and take it into audition, the only thing I need to do to
this sound is rework the pattern of this sound so that the sound repeats in
fast concession.
(Tools I will
use)
·
Internet
·
Audition
Screams:
One of the
main staples of a horror game is the painful screaming sound effects that taunt
the player with the idea that someone is in extreme pain, this sound will be
heard when the player walks a room with a fixed enemy and is designed to
startle the player.
(How I will
make this sound)
I was unable
to find someone to scream for me that had the right tone and voice that I wanted
for my game so I’m going to take a basic female scream then them warp and echo
it in audition to give it the creepy feel that I’m after.
(Tools I with
use)
·
Internet
·
Audition
Monster groans:
The monster
groans will be simply to taunt the player as no enemy in my game will groan to
the same extent of this sound; this sound will make the play be more aware in
the areas that it is played.
(How I will
make this sound)
I will take
the sound of someone groaning and then stretch out the sound to make it appear
more painful and on-going.
(Tools I will
use)
·
Audition
Creaking floor boards:
Like the
creaking doors this sound is in the game to make the environment feel old and
in disrepair, this sound will only be heard on the upper floors of the game due
to the first levels will take place far underground.
(How I will
make this sound)
I will
record myself walking on old wooden flooring.
(Tools I will
need)
·
Mic
·
Recorder
·
Old
floor
·
Audition
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