Sunday 17 April 2016

Games Production - Creating Sounds for The Game (Team Post)


We had all been introduced to the Sound room earlier on in the year. This really did interest us and make us want to use this for our game. So we all decided that we would book it and create sound affects for the game.
I created a list of Sayings for Ben.
The first priority was to get the voices of the enemy laid out. This would require the sound program "De-Humanizer". What this program does, is it records the sound of your voice and then it alters it by changing the pitch and adds effects on top of that. Reece Stansbury (Environment Artist) had created a list of sayings, in which we would recored and see if they work or not,

Our Voice Actor (Ben).
We all felt as a team, that Ben Matthews (Environment Artist) would suit the enemy's voice the best as he voice carried a deep pitch. It was quite an experience getting into the studio and recording real time sounds that would be present in our game.

Razvan Getting the Files Sorted.
Razvan Prajanu helped set up the files that the recordings were going to go. The idea is that when you save a recording from de-humanizer, it will save two version, one being the modified voice, which will go in game, the other being the normal recording.

Controlling and Navigating De-Humaniser.
The layout of De-Humanizer was fairly easy to understand. It gave us a list of pre-sets that we were able to modify through the use of the wheel to the right. In the end, the team decided that best modification to Ben's voice, would be the use of a demon, which worked extremely well.

Reece told Ben, through Ben's headset, when to say the sayings. This was so that there were no clippings in the sound and it was perfect, already, to go in game.

Our Game Designer (George) Looking Through the "General".
George Burchmore (Game Designer) and Ben Matthews used the "General" but had additional input from Razvan, Reece and Jay Pickett (Character Artist). It is a massive hard drive which is backed with thousands of sound affects. Many of these were perfect for the game. They also could be altered, so that when came to putting the sounds in the game, we could have some completely original ones that no one has used before. When searching through the "General" we made sure that our hard drives where full and we had plenty of sounds. Even if all of them were not going to get used, we all felt that we would rather have too much than too little.  


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