"Week 3 - post 1"
Time Blunders
(Audio Breakdown)
First and foremost, I am currently working with Sony ACID Music Studio and numerous royalty free commercial libraries. I have arranged various compositions with specific directions and mood. The music is focused more on ambient backdrop yet it still provides proper emotional dynamics to the player.
In our test level, the player is just starting out. The main character is an alien; he is lost and utterly discombobulated. Yet all the while he has his trusty mind zapping gun, a sure fire plus for musically inspired confidence. Certain tracks isolate these individual aspects while others merge them together. The tracks can be layered and set up in a dynamic granular system. This will make for easy transitioning instances such as: the player has a timer running. Fast paced bongos and egg shakers would accompany this time frame and would be called upon based off of the player's gamestate, (figuratively speaking with that particular term).
The goal with the music portion of the audio is to have compelling tracks that embrace the player’s position while positively representing setting, story, and position thereof.
The SFX is a whole different department. I would imagine my next sprint would be to generate a list of functions within the game and their corresponding sounds. I have zips, blips, chunks, pings, bangs, boinks, blams, roars, zaps, and pie-yows (plus a million more on top of that, not to mention my own personal recordings). The list of sounds will be formulated by myself and Justin as the implementations of sound will be dynamic. I have multiple pre-made chunks of pseudo-code that will handle all of the sounds and music. I already have a working digital prototype that demonstrates most of the above.
The goal with the SFX is to further immerse the player with correct sounds that facilitate proper setting, mood, and respective character personality traits.
The audio task at hand is easy suited for the constructive and editing powers of ACID Music Studio. The immense library of sound (that's continually expansive) promotes quick, robust, and pleasing results. The compositions are arranged in short samples that have large time spanning capabilities, i.e. 10min soundtrack for 2hrs of gameplay. Emotive audio dynamics are attune to the games look and feel and positively portray the desired goal the team had sought reach.
Tuesday, May 5, 2009
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I've heard the tracks he's done so far. If our target audience does change to mid to late teens it will fit perfectly. Even if it does go lower though I don't think it will be hard to tweak it to be more child friendly. By the end of next term this should be a sweet portfolio piece for eveyone. Even if you want to be a modeler, there is something to be seen in the ability to turn out something like this game given our circumstances of a waaay late proper start.
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