Environment Update #2

I have now been sent the second set of screenshots for the environment update, again we are looking at the main centre piece of the level, however it is now full of all of the assets that are going to be our key focus of spot sound effects. With the environment being correctly lit, we’re also able to gain a sense of feeling on what direction the composition needs to be taken in.

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The video from this section shows the ‘particle effect’ which has been applied to the trees and vines, giving them movement throughout the level. With the trees being relatively thin you can assume that the ‘weight’ of the sound of rustling would be light. An idea for this is to record the natural breeze in either an isolated park, such as the Sabraon Memorial Park off of Dunkirk Road in Lincoln. Or alternatively an isolated section of woodland, such as sections of the South Commons in Lincoln or Cauldwell Woods in Mansfield. The sound of this doesn’t have to be overpowering and will sit subtly in the mix as to not overpower the composition.

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The entrance to the centre of the level doesn’t move or open within the video, however the camera does move through it. For this I’m going to add in some creaking wood or metal sound effects to give a sense of weight an pan it to follow the movement of the camera. This will hopefully create a sense of weight for the listener.

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Again, we’ll be using a similar use of light swaying for the trees and vines. Another prominent spot effect that will be used shall be the fire effects. For this, as it’ll only be a short sound as the camera pans past, however there are going to be quite a few of these so I need to record a long section to avoid repetition in the sound for the viewer.

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I’ve been toying with the idea of creating a monster style scream as the camera pans around the statue. The idea would be to have the sound very distant within the mix and highly reverberated, almost as a flashback to the monster’s past. I have seen a few videos online of how to create something like this and the technique would to be to scream and make horrific noises into a microphone and then process through a sampler and modulated with distortion, reverbs, reverses etc. This isn’t a high priority on my to-do list, however it could potentially polish off the final piece.

Environment Update #1

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This set of screenshots documents a small part of the environment produced by Colossal Creations. They showcase the beginning of the centre piece of the level. Because the screenshots show a partial and unfinished environment, there isn’t a huge amount of planning that can be started. The only SFX that is needed at this part is for the waterfall that is on the final screenshot, which I believe will be panned past relatively fast, so only a few seconds of audio is required.

The next set of screenshots that Nick will send over, shall be almost or entirely complete with all assets placed in, so planning stages can fully begin.

 

Colossal Creations – Indie Games Development Company

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Colossal Creations (CC) will be creating a series of levels/3D environments to display their house style to the industry. For the company this will be the start of the development and recruitment process for themselves, to eventually start work on developing their own game. The team currently consists of Nick Ward, who is the founder and lead artist and Joshua Andrews, who is the co-founder and lead designer.

The specific environment that I shall be working on with the team is a temple based on H.P Lovecraft’s character Cthulhu. The team have left me free reign over how the environment sounds. However, I shall be working alongside them to ensure that the product they receive is of the professional standard that they aim to deliver.

 

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