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    • By Sergio Ronchetti
      Continuing to work on “Eldest Souls” (first article here!), I’ve begun familiarising myself with the workflow between Fmod and Unity, and the integration system. I know much of this will be pretty obvious to most, but I thought I’d share my thoughts as a complete beginner learning the ropes of sound designing. 
      The library of sounds that Fmod provides has been very useful, at least as reference points. I’ve still kept to my ethos of producing the sounds myself as much as possible. Having said that, Fmod gives you 50 free sounds with your download, and I’ve used a wooden crate smash, a drawbridge and electricity sound you can hear in the foley video below.
       
       
      The thing i found most useful was witnessing changes i made in Fmod being realised instantly in Unity. If a volume needed changing, or the timing of one of my effects was off, i can literally switch to Fmod and then back to Unity and immediately see the result of my alterations. It also seems apparent that using middleware such as this (or i've heard Wwise is also equally intuitive) grants the developer, and myself included, a great deal more flexibility and opportunity to edit sounds without going all the way back to a DAW, and bouncing down again. Needless to say, my workflow is so much faster because of it.
      I've also loved the randomised feature of Fmod, whereby any sound can be made to sound slightly different each time it is heard. Taking a footstep recording i made for example, I was able to add further authenticity of uneven footsteps by randomising the pitch and volume of each playback. 
       

       
      I used this technique when creating footsteps for the first major boss in the game called "The Guardian". A big, over-encumbered husk of a monster. I also had fun rummaging through the garage for old tools and metal components for the “Guardian” (the first boss) footsteps. See below!
       
       
      I also created a sword attack for our player, trying to sound different from the generic “woosh” I see in so many video games. I used a very “sharp” and abrasive sound to differentiate him from any enemies.
       
       
      On another note, I recently upgraded my microphone to a Rode NTG2 shotgun, which has been phenomenal. I haven’t had to worry about noise interfering with the clarity of my objects, whereas before with the sm58 I had to be clever with my EQ and noise reduction plugins.
      Important to note again that this still a “cheap” mic in comparison to most other products on the market, and all in all my entire setup is still very simple and affordable which I’m quite proud of. I’ve seen many musicians spend heaps of money on gear they don’t necessarily need. I much prefer being resourceful with less equipment, than to have more than I can understand or remember how to use.
      It’s forced me to understand every aspect and capability of my tools, which I believe is a principal that can be applied to any discipline.
       
      I have more fun little sound effect videos on my Instagram for those interested, where I post regular updates. Thanks for reading! (if you’ve made it this far)
       
      www.sergioronchetti.com
      INSTAGRAM
      fallenflagstudio.com
    • By Sergio Ronchetti
      BASICS IN SOUND DESIGNING FOR VIDEO GAMES
       
      Recently I joined the talented team at Fallen Flag Studio as the composer for their latest release "Eldest Souls" which consequently lead me into a field I have always dreamt of trying - sound design!
      Having no prior experience, I began watching a few online tutorials (if you want to learn from anyone make it Akash Thakkar from "Hyper Light Drifter"... what a guy!) and basically just testing stuff out i found around the house. Luckily my dad has a garage FULL of random crap to use.
      Before i continue, it's important to note that i DO NOT have fancy equipment, meaning anyone can try this. (my equipment is an sm58, focusrite scarlett interface and Logic Pro X plugins... that's it!)
      I started basic with some footsteps, which weren't all too difficult. Then I moved on to projectiles and a spear attack one of the bosses has. Below are a couple super short videos on my resulting attempts.
       
       
      Amazing how great a banjo sounds for that typical "woosh" sound! And if you're wondering, the paper was added to give some texture to the jab.
      I could be finding a lot of these sounds in libraries online (like the built-in ones that come with Fmod and Unity) but I've chosen not to, in order to produce authenticity and hopefully a more unique gameplay experience for players when the final product is put together.
       
      P.S. if you'd like to try the game and hear my hard work we'll be at EGX and several other conventions later this year, soon to be announced! Thanks for reading!
      www.sergioronchetti.com
      fallenflagstudio.com
       
      To those interested, there's an Alpha trailer of the game in question below.
       
       
    • By Simon Crawford
      Hello, and thanks for taking the time to read my post.
       
      I am not here asking for someone to do my work for me. I am just looking for a mentor who would not mind answering a few of my questions, and give me a little guidance.
       
      I prefer chatting on discord, so if you are interested in helping me get started, please add me. My username is wize1 @8135
    • By Estra
      Looking for level designer : RPG Fantasy simulation game
      (if you have experience make map with 3d rpg game like Rune Factory or Atelier series)
      Looking for Level designer
      Experience using Unity3d
      Have some experience with lighting design, particle effects and/or reflections
      Have a portfolio of levels
      Willing to learn or have some experience with Git
      Will work with exteriors and interiors
      Can change or fix texture for environments (from Different artist)
      and friendly easy working with others (not Drama person) willing to use discord for communication with team please E-mail me if you're interested we can talk more detail in
      estherfanworld@gmail.com
      Don't comment here Thank you so much for reading
      all about our game
      https://memorytrees.wordpress.com/
      Ps.Please make sure that you have unity skill and experience with lighting design, particle effects and/or reflections

    • By KenzStudios
      Hello everyone,
      Who are you and what is this about?
      We are a team of two working on a Dungeon Based Turn-Based RPG that features a unique combat system and creative mechanics that bring the story to life.
      How far along are you?
      The engine the game will be using (which is built on top of Unity) is about 85% done so we felt this would be the best time to get others involved as we don't want to have you waiting too long to see something playable.
      What's your release plan?
      The plan is to release the first episode (three dungeons) for free on PC and Xbox (through the creators program) this holiday.
      This first episode is for us to test the fun aspect of the game mechanics, establish a name and generate a buzz. We're basically experimenting with releasing a game that we would love to play and would love for you join us.
      This game is part of a universe that we'd been planning for years and felt this would be the best intro to it and also the best way to polish our tools and knowledge.
      Depending on how the first episode is released will be received, and if you've joined the team and would love to take things up a notch, we can all sit down and discuss how to move to a full game.
      Who are you looking for?
      We are currently working with voice actors on the story, dialogue and voices for the full first episode. We are currently talking to a few music composers that are interested in collaborating on the game, but nothing has been finalized yet. If you're interested, please let us know. We are looking for artists for: Backgrounds: We are looking at something similar to Megaman X6 style of backgrounds.  Character Portraits:  The game is heavy on story, fully voice acted as well. For dialogues, we are looking at having the characters portraits pop up next to the dialogue with a few emotions. Think Persona style? Character Sprites: These are the characters as seen in the level  and combat as well as mini bosses, etc. Looking for going Megaman X6 style here. Level Assets and Battle Assets: Again Megaman X6 Style ... But you already knew that. Final words?
      We are super excited to finally see this come to life and while we're doing all of this currently unpaid, we feel it'd be a great side project and a fun game that will be trying something unique.
      And of course we'd love to meet all of you and make new friend along the way.
      If you're interested or have any questions or concerns, please feel free to reply to the topic or reach out to us.
      Looking forward to hearing from you
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