– DISCLAIMER –
– NONE OF THESE GAMES ARE IN FINISHED DEVELOPMENT STATE —
–ALL GAMES ARE BETA QUALITY–
The three seen projects here are beta games, and all visuals, graphics and UI are meant for example.
Project 1 —
I took Advanced Interactive Audio during my Full Sail Curriculum and was tasked with creating all the sounds for a level themed like a post apocalyptic communist environment, such as Ambiences for Indoors and Outdoors, the movement of the secret Stone Door, the “Hum” and “Use” sounds for a Teleportation Portal, and a Jump Pad that flings you into the air. I also created pickup sound for the health objects, and created the sounds for one of the guns called the Shock Rifle.
Project 2 —
This is another project I had in Advanced Interactive Audio; this time I was tasked with creating 6 different musical loops, 2 for each lap of a racing level in a game. You needed to loops for an A and B effect, one loop would be chosen randomly to play to keep the audience entertained. We also created a “First Place” layer, that played over any one of the loops to let you know you were winning.
Finally there was a Boost item that would make you go faster, so we had to create a loop that would play as you boosted, and 2 different pickup sounds, one as you picked up the boost, and one for the boost charging up. I played and recorded the Bass and Electric Guitars and synthesized all the Boost sounds from scratch.
When I began designing my loops for the Racer Map, I knew I wanted it to be organic sounding, and positive. I started off with a 4/4 drum beat with some shakers and hats to incorporate movement and excitement. I also knew I wanted the loops to evolve as your progress through the race, but have their own feeling. I designed two different loops for lap 1 that were essentially the same, with a four on the floor kick pattern, but changed the shaker rhythms to keep it entertaining.
Also in that video you can hear the “First Place” loop, which layers over whichever # Lap loop is playing. I wanted it to let you know something had changed, but not overpower the lap loop that was playing at the time. Also in that video you can hear the Boost Pickup sound, which I designed from scratch using the Operator synth in Ableton Live.
When I was designing the sound, I knew what I wanted to hear from being a fan of Star Wars and Star Trek movies, but I didn’t know how to create it. I started messing around with the fixed frequency option of Operator and automated it to rise in pitch, along with an Auto-Filter plugin that had a very thin Q bandwidth to create the “neeaarrrooh” sound.
When creating my Boost loop, I knew I wanted it to sound weird and modulated, but since it turned off the music, I didn’t want it to disrupt the pattern of the music, so I took the Lap 1 loop and applied a ringshifter to it, giving it this weird disrupted feeling, but it still held the pattern and feeling the music gave the listener.
You can also hear the Lap 2 loop I created, in which I added a bassline to create evolution and interest. I used a bassline that rose and fell, so that the excitement would rise and fall, but wasn’t a present point in the loop so the listener would still be immersed in the race.
Project 3 —
This last project I took on just before I graduated Full Sail, and worked remotely with some Game Development Students. I unfortunately did not have access to UDK and a Windows based system so I had to rely on the Game Dev students for implementation. It was an awesome experience where I encountered a lot of real world problems. I have since installed windows and now have access to a performance Windows system with UDK installed.