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.
Current ProjectsPosted by Lovisa Bergdahl Tue, August 01, 2017 11:37:07 Busy times indeed. In three days, I'm finally graduating from Futuregames vocational education in game design. Today I had my first day as an employee at Hazelight.
These last few months, I've worked at Hazelight as an intern. We announced the project, A Way Out in June, and are releasing during early 2018.
For obvious reasons, this blog will remain fairly silent until then. I just wont have the time.
This summer I've recorded a lot of ambiences and sounds on Gotland. I look forward to editing them and adding them to my library later this week.
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.
MusicPosted by Lovisa Bergdahl Sun, October 23, 2016 21:48:47 I felt like I needed something new to focus my mind and efforts on so I recorded a song! I wrote it in august but never had the time to record it. It's in swedish but there's a translation in the description if you don't speak swedish.
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.