Wednesday, 12 September 2012

I've been active

Hey guys,

No Wwise work this week, Im sure a few of you just stop reading now :P I had a game project fall into my lap on the weekend and have been working on it every day since. Its going well, im now down to the last 4 music tracks and SFX testing. By the way, calypso style reggae beat, happy fun time music, is tough to compose for. There are certain key structures that help make it up, I know none of them. But, its getting done.

What else have I been doing this week. Well today, I got shocked into overtime and poured two and a half hours of my life and soul into SFX making and syncing with this next video. The reason, to boost my portfolio for a demo reel I'm handing in to a company. Im relaxed more now as its all integrated into my new demo reel including a look at my dragon form again, also with panning.



PDO gameplay only from Stuart Wilson on Vimeo.

Hope you enjoyed it. Its short and sweet and if you wish there was more, then I've hit it right (I think)

Other things were added to the portfolio, my chart topping game Gravity Maze and my indie RTS TD CvC. As well as the Urban Abstract video which is still cool, tbh. I made a slight change in my demo reel than what you just watched, I mention how I made each sound. It comes down to, a back garden river,  my vocals, a toilet (more water) and a brief stroke of a carpet.

All things considered, I'm hoping the lead sees enough in that to take a closer look at me for the position. So you might understand why I haven't brought any Wwise insights to the table today, maybe next week I will be more free to tackle it.

Also, watch "Hanna". I nearly shouted out how brilliant one moment was - I wont spoil it. Excellent sound and music design again (watch Atonement) from the same director, Joe Wright. Diversion! Mocap. I'm thinking, that's a pretty cool step to make. I understand there is a lot of updating and correction with mistakes awry with the computational aspects. But it should evolve or die like everything else, looking into audio recording as well. End of "Mars Needs Moms" (I know, but hey I haven't had TV in years - catching up) has its ending credits with a few clips on the Mocap recording. A little bit inspiring if I do say, wanting to get more involved in that sort of stuff. Which I won't, being a solo practitioner of the arts.




So, some sound design tips from me,

Object, Location, Motive, Interaction.

Not always in that order. What that means is, to accurately place audio in a "realm", you need those things. Interactivity isn't for film, on the face of it.

E.g. a game

hammering a nail, shed in the garden, achieving a goal/frustration at missing?/tailored audience, tapping X at right time to connect.

So, the hammer and a nail indicates what sound sources you need and the garden gives you the sense of space it should sound in. Consider the shed as well. The goal, or frustration gives the "acting" of how you record or create that sound or how the sound evolves through the gameplay. While the audience could be kids, adjust to that by crafting a fun sound. Tapping X - could be there all day? too repetitive? all need to be considered.


Well the video is uploaded so I'll stop there, and let this post go free.

Have a great day

SGW




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