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Glasshalfpool

Audio for an abstract motorbike racing game

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Hi there

I'm working on a simple racing game at the moment that I like to pitch as Thumper vs. Burnout vs. Journey.

In a nutshell it's a single player experience where the player races across a city in the dead of night with a time limit of one hour. The main mechanic being that driving well earns the ability to go faster, making things more challenging and opening up shortcuts and alternative routes, while mistakes (colliding with walls for example) make the player loses their highest speed and have to re-earn it.

I have a grand vision for an a pounding, dynamic sound track with elements being added to the music as the player goes faster and I'm looking for someone to collaborate with on the audio effects.

Here is a video of the early direction and feel of the project (it's moved on since, but this still gives a sense of the style):  

 

Contact me if you're interested in the opportunity to work on an interesting unique soundscape with me.

Kind regards,

Jamie

Edited by Glasshalfpool

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Hello!

My name is Carlos Jiménez, I am a music composer and sound designer.

I am VERY interested in your project, I saw some videos and I loved it. I would be happy to work with you and create a great soundtrack and sound design if you need it. I use FMOD and Wwise, so we can develop a very cool adaptive soundtrack based on your ideas of add elementos to the background music as the player goes faster.

Here are some samples of my work:

Soundcloud: https://soundcloud.com/verblendetstudios

Project AECOR: https://youtu.be/bSkOE1M7enk

Hammerhelm Spotify: https://open.spotify.com/album/3912kLY4O6SsoOE3bnI82t Youtube: https://www.youtube.com/watch?v=Iz6phBoWcsY Steam: https://store.steampowered.com/app/664000/HammerHelm/

Sound is Toxic Spotify: https://open.spotify.com/album/5MNLAOBGJ2bvv22sfJoS4F Youtube: https://youtu.be/qsJqgQDb0dA

Dungeon Gambit Boy Bandcamp: https://verblendetstudios.bandcamp.com/album/dungeon-gambit-boy-original-soundtrack Steam: https://store.steampowered.com/app/776720/Dungeon_Gambit_Boy/ Nombre:

Break Stuff with Coins Bandcamp: https://verblendetstudios.bandcamp.com/album/break-stuff-with-coins Steam: https://store.steampowered.com/app/643260/Break_Stuff_With_Coins/

Magnavoid Bandcamp: https://verblendetstudios.bandcamp.com/track/magnavoid *In Development

Sound Design:

https://www.youtube.com/watch?v=gPt8RKOHzRA

https://www.youtube.com/watch?v=M6VauOM5muQ

https://youtu.be/ILm5gggmzqI

https://youtu.be/dEPnTFaWHqk

https://youtu.be/YVqqWd1SuAU

https://youtu.be/nCOCyPnMcJ0

https://youtu.be/WBLiZqpuJ2w

https://youtu.be/d6-BBan7_Eg

https://youtu.be/RZ0zp57PwuQ

https://youtu.be/QCTS-MmB1jU

https://youtu.be/S4XusLcGO-0

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Hiya, I have some cool idea for background music as well as sound effects for the video. I have been making electronic music for over half my life, but lately have been wanting to branch out into game sound design, and learn more about that world. For example, I can come up with sounds for an electric engine, and provide a range of upcycle, downcycle, break, accelerate etc noises, which I assume could then be implemented into the engine to trigger when appropriate? I'm curious how that is done smoothly, although I do know there are various ways, not all of them are on the programmers' side. I'm here to watch and learn as much as participate. I am still working on a website and portfolio; but you can hear my music on soundcloud as /phytophile, /neuroqueer, and most recently /xerophyte. I have 18+ years electronic music experience, and nearly my whole life with theory and rhythm, feel free to DM me if you want to discuss anything further, and at this point I'm just looking to get involved more than I am looking to get paid. Your game looks like it would be a lot of fun to make SFX and/or music for, even if just a couple contributions.

Regards,

Xerophyte

 

 

 

On 12/6/2018 at 9:19 AM, Verblendet said:

I use FMOD and Wwise, so we can develop a very cool adaptive soundtrack based on your ideas of add elementos to the background music as the player goes faster.

Greetings; I am interested as an electronic musician looking to get into sound design how these programs work between the audio and the game engine - does development have to be done simultaneously, or can they be used on the programmers end to further integrate and smooth the sound in-game? I primarily use Cubase as a sequencer, and would like to save for Nuendo which has scripting and game-related integrations built in, but I am not quite at that stage yet. If you could point me towards some resources I would greatly appreciate it. I understand the idea of adaptive audio, and how to create certain types, but as I am not a programmer that is about where my practical understanding stops. Anyway thanks for the time if you get a chance.

Edited by Xerophyte

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