Sound DesignPosted by Lovisa Bergdahl Tue, January 30, 2018 13:39:47 I started working on a redesign of a Dead Space trailer, and quickly realized I need to record some snow. The samples I had weren't good enough. Since there's been some snow these last days I took the time one evening to walk out into the quiet golf course nearby and stomp around for a bit, with my Zoom H4N securely fastened to a tripod. Of course there was a truck running about 100m (because it can never just be, you know, QUIET) away from me and the wind blowing the wrong way so I had to walk further into the night and eventually found my refuge on a parking lot with a big pile of snow blocking all the terrible truck sounds. Once I had finally set up it all, and removed my jacket (because it's a bit flimsy and the fabric is noisy) getting ready to jump boot first into that pile of snow, a car appears. It glides excruciatingly slow into an area behind me, parking in the corner of the parking lot I'm in. The slowest people in the world then proceed to bring out their skis, their dog, their shoes, their jackets. *Woof scrape jingle jingle doorslam* After an eternity (during which they most likely took extra time to ensure I wasn't some crazy person) they finally slid away on their skis with their dog to enjoy the snow. I was half frozen to death, and near exhausted after jumping around in snow without breathing properly, but I did get the sounds I needed.
Sound DesignPosted by Lovisa Bergdahl Tue, December 13, 2016 22:19:07 Well, christmas is coming up. And I have lots to do. I'm just wrapping up my work on Skylar & Plux, with some minor changes left to do.
For most part, I'm working on my own project. It's a FPS, but centered on environment audio, layers, parameters in soundcues and so on. I'm having a great time setting up the systems for the ambience, but unfortunately most soundcues are empty... Gotta do something about that soon. My first plan was a more nature-centered setting for the "game", but I'm reconsidering it now.
Tomorrow I'm off to Karolinska Institutet to record some sounds. My mom, who's a lab technician, gave me the opportunity to come by the lab and record their equipment. So I'll get to have lunch with a bunch of nerdy people (feels just like home) and record interesting equipment.
So we might get ourselves a lab setting for the project. Maybe a broken down, dystopian lab setting... I might also have played too much Fallout 4 these last few weeks. Anyhow, we'll see. I only have 1,5 weeks left before christmas comes rolling in like a cheerful storm of glitter and unhealthy foods, so I have to manage my very high expectations.
Will make an update once the FPS (currently named SoundMiner) gets to a more audible state.
Sound DesignPosted by Lovisa Bergdahl Thu, December 01, 2016 13:22:11 Adventure on Clover Island has meant a lot of work, but my time with the team is coming to an end. I've had a lot of fun and I am really looking forward to seeing the game being released and enjoyed by others.
My work now is instead centered on learning Reaper and getting back into Unreal Engines own sound tools. So far Reaper seems really promising and I'm looking forward into learning more. This is the tutorial I'm currently following and it's been really good.
Sound DesignPosted by Lovisa Bergdahl Tue, October 11, 2016 15:02:16 This weeked I've spent on getting into Wwise by watching the tutorials by Audiokinetic themselves in the series Wwise 101. I already can see some of the advantages in comparison to FMOD, but I will need some more in-depth understanding before I dare have a real opinion about it.
It does seem like a really good tool though. Looking forward to learning more about it, and I'll look into making a small project with Unity or Unreal using Wwise shortly.
As of now though, I'm digging into Skylar & Plux: Adventure on Clover Island. Until some of that workload is done, I'll have to keep cool with all the exciting extra projects I'd love to do. There are, unfortunately, only 24 hours in the day.
Sound DesignPosted by Lovisa Bergdahl Fri, September 30, 2016 17:03:01 I've always loved Limbo's quiet, soft, sound design, but recently I got my eyes on a new game that looks and sounds very nice. Once I get some workload off my shoulders, I'll check it out.
Also, I must admit - I still haven't finished Soma. I really should. It's a very interesting game and the sound is great. Also - I really want a hydrophone. Also - I REALLY like the sound this does:
Sound DesignPosted by Lovisa Bergdahl Fri, September 30, 2016 16:52:17 After a week of portfolio crunch I've finally had the time to get into Skylar & Plux.
As of now I have run through the game and started on the list of sound effects that need to be done. A lot of sounds are adapted to older versions of the game where the protagonist was still a robot, and thus a check on the appropriateness of each sound will need to be done.
I will have to do a lot of mechanical sounds as well as ambience, and that is exactly my cup of tea, so I'm more than happy. Next week I will get into making the actual assets and getting into Kevin's implementation & FMOD structure.
Sound DesignPosted by Lovisa Bergdahl Thu, September 29, 2016 10:47:46 I'm still working on the Gauntlet video. This morning I recorded some new "break pot" sounds. Last week I was at IKEA so I took the opportunity to get some cheap pottery I could break. I think the sounds turned out okay, and I will get to editing them soon.
I'm thinking of making just a few more tweaks and then calling it a day (week). I've started on redesigning the audio for a Dead Space 3 trailer, but I'm unsure if I'll have the time to get it up before the portfolio course deadline on september 29th.
It's a lot of fun and a completely different challenge from the Gauntlet vid, but challenges are important to improving one's skills. Here's how the Gauntlet vid looks now.