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Member Since 28 Jan 2014
Offline Last Active Yesterday, 09:29 AM

#5180466 Contest Value

Posted by Valoon on 15 September 2014 - 09:17 AM

I expressed myself wrong, "good on the resume" include portfolio too in my mind.


For the learning part I guess you're right but it would mostly be about rules and deadline I think. I don't even know if you get some kind of constructive feedback when you loose (I assume you don't) so you really don't learn much on sound design. If what I did is bad I loose but I don't really know what was bad.


Contacts tho I don't see how I could make any in a sound design contest since I would do it alone. I would maybe get contacts if I win yes but not for just being in the contest.

I am talking only about sound design contests, not game jams and stuff where you need a team.


I might be completly wrong but that's how I feel about it right now.

#5180394 Contest Value

Posted by Valoon on 15 September 2014 - 01:26 AM



As a wanabee sound designer I wonder really how much of an impact these multiple sound design contest can have on your resume? I am not much of a competitive guy, so I've never felt the need to participate in one of those but still if it's amazing for the resume if you do good on it, I'll do it.

#5178840 Please give me some advice for future plans.

Posted by Valoon on 08 September 2014 - 06:58 AM

I was under the impression that programmers were the most wanted guys in the industry.


Isn't it true anymore?

#5173384 Audio Programming for the Non-programmer

Posted by Valoon on 13 August 2014 - 11:26 AM

I'd say you should watch the Unity tutorials on their website if you code in Unity. It's a great start.

#5173295 What's the industry like?

Posted by Valoon on 13 August 2014 - 02:50 AM

I think it's really true only for the programmers. For artists it's probably more job security to be in games actually (if they get a full time job).


I mean if you are an artist and you're not really into freelance I think the game industry is your best hope, there is even some composers with full time jobs.

#5173085 Audio Programming for the Non-programmer

Posted by Valoon on 12 August 2014 - 07:49 AM

First I need to say I am not a real pro programmer, I am an audio guy too but I do have a big interest in programming.


What I know about C# I learned it with Unity, so yes it's correct it is in Unity. I think you could learn everything about C# in Unity actually. It's not limited, to my knowledge, they just have some premade functions/classes to help you program games on their engine. But you can very well make your own if you feel like it/have too.

The big bonus here is so many people code in C# in Unity so you have almost endless help on google/youtube/unity website.

You will need a lot of patience tho but that's true for every language.


C# is also indeed easier to learn (It is my favorite language to be honest) but I am 95% sure it's never used by the audio programmers. When I see job offers for them they ask for strong C/C++ skills and not C#.

On the bright side knowing C# makes it way easier to understand C/C++.


For the scripting part, I think this is what programmers call the programming that is pretty high level (meaning that it's not the basics of the code it's basically the final part of it). It's mostly what you do in Unity. For example they have a class called "Input" which will help you to tell what key the player used on his keyboard or mouse so you just use this but you don't have to worry about what's bellow and how it is actually done.

This is exactly what Unity does, the very hard part, like how they handle physics and stuff like this is hidden and you can use what they made to make your game, this way you don't need to be a software engineer to make a small game.

There is also scripting languages like LUA or Python that are easier than all of the ones above. If you have no clue at all about programming this website is nice for basics with Python : http://www.codecademy.com/fr/tracks/python



Long story short I think starting with Unity in C# is the best thing you can do if you are into games. The Python link I gave is good if you really know nothing but it gets boring fast because you don't really do "cool" things.


But even tho I'm pretty confident in what I say, it'd be cool to have a real programmer answer this.

#5172959 Audio Programming for the Non-programmer

Posted by Valoon on 11 August 2014 - 05:26 PM

Honestly I know "The Audio Programming Book" which is not about implementing but 100% about audio. But you really need to know code before starting it because they do an introduction about C and C++ which is 50 pages (out of 800) for the two and then they just dive "deep". If you've never studied code before you will not get it with just their intro (at least I don't think so but I might be wrong).


So I would start with a book on C/C++ (there is a billion of them) and then go to the one above.


I don't think there is any about just implementing because impleting really is just (I know for Wwise) taking the numbers it gives you and putting them at the right place in the right way in the code. So you really need to get the whole code.

#5172620 Solo Project - Quality Expected?

Posted by Valoon on 10 August 2014 - 10:50 AM



I am currently programming a game using Unity and I do everything on my own except some free assets.

Meaning I did a "lot" of animations for example, which I kinda suck at.


My point here is, when I show this to a company, will they be like : "this guy can't do animation to save his life so it's a -" knowing that I don't want to do animations and I am really interested mostly in sounds (and I like programming too but I don't have any degree or anything for this).


In a nutshell, in a "full" game or at least full level will they judge me only on sounds if I apply for sounds ? Or do I have some risks to get downgraded because of the rest. (It's not god awful don't get me wrong but it's not really pro quality).

For sounds I got access thanks to the people on Wwise to a full free licence for my game so I should be more than ok for sounds.


I want to do this project on my own because so far every team I had failed at some point, and everyone wants to do some MMO or RPG which are a bit unrealistic in my opinion. I think I have not find the right people yet.


Maybe after I'll do a team thing.

#5143236 good ideas for sound in horror games

Posted by Valoon on 30 March 2014 - 07:15 AM

Valoon was a bit too harsh, in my opinion, but he does have a point. Your post could do quite a bit more explanation because right now it reads like a recipe without any measurements. tongue.png Maybe focus in on a fewer number of techniques but go into more detail about how to make those sounds. After all, any of those suggestions could sound great... or horrible depending on the settings used!






I was a little bit too harsh that's true. Sorry for that, my point is the same as yours, I think something more detailled and specific is needed if he wants to make some tutorial.

#5141187 Dragons and Titans trailer

Posted by Valoon on 22 March 2014 - 03:39 AM

Very cool, it fits really well.


What do you use for the drums? Is it Damage or something else?

#5138014 Computer Science vs Software Engineering

Posted by Valoon on 10 March 2014 - 07:58 PM


That's not true, experience doesn't mean that you had a job before, you can do open source projects anytime, or you can do your own projects. That's experience. I studied at university when i got my job, and you know what? No one cared about what i learnt at university, i got my job because my spare time project. And honestly, it wasn't a big deal, it was like a 1k row (but well designed) code base c++ (sfml) tower defense game project, what wasn't even finished. And it was enough for my current bosses to choose me instead of other guys, who had much better grades at my university, but nothing to show.


But that's because you compare yourself with guys who did nothing.


Obviously if you can show skills but no degree, it's better than showing a degree and "no" skills. At least that would be logical.


The problem is when you fall against people who have both the degree and the skills.

#5137231 Game Genre Popularity?

Posted by Valoon on 07 March 2014 - 05:54 PM

I am not a game designer, only a sound designer but the ones I love the most to do are definitly Sci-fi and Fantasy (magic and monsters) and the worst are probably the kind where you can find every sound by just recording them, so the realistic one based on our period (except the car games).

#5128282 Mac or PC for Game Audio?

Posted by Valoon on 02 February 2014 - 06:32 PM

I use a Mac for everything audio and everyone I know does this. I don't use Logic tho, I use Pro tools which for some reason bug like crazy on my windows 8 but works perfectly fine on my iMac.


But I don't think the difference is that big at the end of the day. That's like Pro Tools and Cubase it's pretty much the same but Pro Tools is more used.