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Valoon

Member Since 28 Jan 2014
Offline Last Active Today, 04:35 PM

#5195039 Sound Design oriented website

Posted by Valoon on 27 November 2014 - 02:41 PM

Thank you. I'll check it out.




#5193391 Sound Design Project Help

Posted by Valoon on 18 November 2014 - 01:10 AM

I like what Boom does the most. Having a library made around a general theme then have one part that is really already pre designed sounds and one part that is just the "raw" recordings.

Then I use mostly the "raw" stuff but the designed stuff gives ideas.

 

And obviously they have a kickass quality although their files in 192kHz seems a bit over the top to me, I do like 96kHz the best, but whatever.




#5192080 Platform Specific Loudness Standards?

Posted by Valoon on 10 November 2014 - 10:32 AM

Someone correct me if I am wrong but I think there is some "suggestions" (I remember reading a paper from Sony I think) but no rules.




#5191974 Website + Demo Reel feedback needed

Posted by Valoon on 09 November 2014 - 07:35 PM

If you don't mind I have one question : What do you think about the voices?

 

Being actually not a voice actor myself and this being one of my first attempt to make voice I am a bit skeptical. Some people told me it's because I ear myself and that it's actually nice but I'd like more opinions.




#5191864 Website + Demo Reel feedback needed

Posted by Valoon on 08 November 2014 - 05:56 PM

Hi people,

 

I am revamping my website and finishing my new re-sound design demo reel to send out some applications as I am not that far from finishing my internship (which is in sound design).

 

My website is not done at all, I have yet to put any of my portfolio on it and I have some jokes on it but I have done the work as far as the look and the layout of it go + I added my demo reel and my resume on it (you can read it if you want but it's in french, i'll put english later).

 

Also I still have some tweaks to do on the demo reel but since it's kinda urgent, I wanted to have feedback a bit earlier.

 

So I would really appreciate it if you guys could take a look and an ear! To tell me if the site is clear+pro enough and what you think about the demo.

 

Here is the website : couchardthomas.com

 

 

Thank you in advance.




#5191740 State of the industry

Posted by Valoon on 07 November 2014 - 06:28 PM

Well yes that's definitly not just music/sound design. As any kind of artist/someone who delivers a product that as a look or a sound, you will have to deal with clients who have mostly no clue (else they wouldn't hire you) except if you deal with audio directors and people like these in video games in our cases.




#5191491 State of the industry

Posted by Valoon on 06 November 2014 - 03:18 AM

matmilne, you are so agressive. I think you need to chill out a bit, if people want to try to do music they definitly can.




#5189679 More Music Mondays

Posted by Valoon on 28 October 2014 - 07:00 AM

Town Theme is amazing indeed. I like all of them but Town Theme did stood out for me too.




#5189014 So many programming positions available...

Posted by Valoon on 24 October 2014 - 08:12 PM

Are you serious axefrog with what you said about the algorithmic question?

 

It seems like a pretty easy question to me and I don't do programming except as some kind of a hobby.

It would be really weird if some pro could not answer this one except if there is an advanced algorithm that I don't know about.




#5187638 Learning the details of a DAW rather than "preset surfing"

Posted by Valoon on 17 October 2014 - 07:18 AM



 


I think I am more "sciency" than "artsy" as a person, but my advice would be to learn about the scientific part of sounds
Great idea!  I know some of the basics from what I remember of high-school physics and from what I've learned about this sort of stuff as a musician, but I could definitely benefit from learning more, especially about specific effects that don't necessarily always apply to physical instruments.

 

Do you have any particular resources you would recommend?

 

//End Quote. I messed up this one somehow.

 

 

Well, if you want to go deep on the science part : http://www.dspguide.com/pdfbook.htm

But it is probably too much if you are just interested to know sounds better for music.

 

To learn audio effects only, I don't really have a clue beside the book someone already linked to you before. The best way imo is to try them, you most likely have a lot of them in your DAW even with just basic plug-ins.

 

 




#5187144 Learning the details of a DAW rather than "preset surfing"

Posted by Valoon on 15 October 2014 - 07:27 AM

I think I am more "sciency" than "artsy" as a person, but my advice would be to learn about the scientific part of sounds, but not too deep tho : you don't need to know how to build a low pass filter but you definitly need to know what it does and what it will do to your sound if you put it at let's say 6 kHz (totally random). This one is rather easy but there is more complex ones and when you learn that you can kinda build sounds from scratch using "massive" (from NI) or whatever you want and it's just about practice.

 

And when I say "from scratch" it means that you'll start which sin waves, square waves and such, so knowing how those sound is also important.

 

In this case you are kinda doing sound synthesis but if you want to start from real sounds it is more or less the same.

 

TLDR : know what each effect does and know what effects you have.




#5185915 State of the industry

Posted by Valoon on 08 October 2014 - 11:17 PM

I am not a composer myself but I don't see any link between loops>bad music , no loops>maybe good music.

 

I mean if they make loops as a preset on plugins it will probably sound good and you kinda paid for the plug-in so why not use it.

 

Yes people from the industry will probably know what it is and it does feel cheap, but 99% of the people who play the game? Probably won't even notice.




#5185164 State of the industry

Posted by Valoon on 05 October 2014 - 01:10 PM

A lot of supply, very few demands.

 

It's easier to fake composing skills to a client than it is to fake programming skills, so plenty of people who are kinda beginners are on the market. (but I assume if you are decent you are above them in quality).

 

Mostly it's supply and demands.

 

A sound designer from Ubisoft told me one day that they had a few composers in mind at all time and when comes time for music they just send pictures of the game to all of them and they all answer with crazy stuff in around 48h max. And then they choose the best.

 

This is how easy it is for them and how hard it is for composers. They will never post any job offer for it, they have their pros already.

 

Granted this is Ubisoft and not a small studio but still.

 

 

Also as a person who tried to make a student team to make a small game, after my post where I specifically said that I don't need music because I have a friend for it, I got 5 answers from composers in one day and very little from any other job.




#5184160 Going to school for game design, worth it?

Posted by Valoon on 30 September 2014 - 04:08 PM

Granted this school looks very bad, you should not go to anything art/audio related for a degree and expect it to land you a job. The degree will basically be a bonus, what really matters is your portfolio.

 

I guess you could count Game Design as an art too.




#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.






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