Ask not for whom the bell tolls, for it tolls for thee...
Yesterday was an interesting day. I spent the morning working on my redesign of a gameplay video from Gauntlet (Arrowhead). It's coming along well!
I have recieved some good feedback on my reel and am looking forward to developing it further. This is how it sounds now. It's still quite rough around the edges, but I think you see what I'm going for.
Currently, the only sounds in the video that are not my own doing are the "charge up" magic for the enemies (the reversed echo of a cannon being fired, from BOOM library's "Historical Firearms"), and the fire sound heard in the magic projectile effect near the end (Sonniss I believe).
I still aim to have 100% my own sounds and foley in it, but to achieve that I will have to make some additional recordings. Now where did I put that cannon...?
After lunch we had a visit from a King developer who turned out to be a former sound designer and musician. It was nice exchanging ideas! We don't get a lot of sound designers here at FG, so meeting someone from the same field is always very valuable.
Today will be my first day working on Skylar and Plux: Adventure on Clover Island, where I will be providing environment sounds. The game is developed in Unreal Engine and the middleware used is FMOD, so I'll get to focus on what I do best. Balancing that, my portfolio reel, revisiting old projects and ensuring the sound is up to pair and my King course is a lot of work. But this is what I love doing, so I'm not really complaining.