Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

203 Neutral

About oceanicnoiseworks

  • Rank

Personal Information

  1. oceanicnoiseworks

    Creating SFX

    Hahaha for breaking bones and general "crunchiness", I usually resort to good old celery and bok choy (chinese cabbage). It's funny how many incredible sounds can be made with just vegetables.
  2. oceanicnoiseworks

    What do I need to know about sound

    1. I haven't used it, but I've heard very good things about Reaper. It's free, so you might as well give it a try if you're interested. 2. It all depends on your ram allocation. Most people use wavs only for music and dialogue and mp3's of some other supported lossy format for everything else. 3. The largest sound files are usually atmos, music and dialogue; shortest, sound effects and wild foley. It all depends, though. Audio for cutscenes tends to have much bigger files, though. 4. Sound on Sound (http://www.soundonsound.com/), Designing Sound (http://designingsound.org/) and Audio Tuts (http://audio.tutsplus.com/) have very good tutorials that cover everything from DAW's and recording techniques to sound design.
  3. oceanicnoiseworks

    Games with the most complex music and sound design?

    Deus Ex: Human Revolution is, in my opinion, a brilliant example of adaptive sound that actually works and enhances the gameplay. Most stealth-based games are incredibly complex when it comes to implementation, due to the fact that the music is supposed to follow and represent the different "states of alert" of the enemies, and transition efficiently between them.
  4. oceanicnoiseworks

    15 Good DAWs

    Reaper has been getting so much good press and praise that I'm tempted to at least download the demo and give it a try. I've talked to a few people who have started using it for game audio due to the ReaScript feature (an option that allows users to run python scripting within the DAW). Sounds interesting for sound designers who can also code and are looking for alternative ways to do implementation.   Personally, I use Logic Studio (for music composition and sound effects) and Pro Tools (for recording, editing, mixing and mastering).
  5. oceanicnoiseworks

    Creating SFX

      It pretty much depends on your budget, man. The Rode NT1A is a pretty good option to start with. It has a ridiculously low noise floor (which is a must when recording foley or sound effects), it's very affordable (around $270) and is built like a rock. If you have a bigger budget, Earthworks has some incredible studio microphones (especially the QTC50).
  6. oceanicnoiseworks

    Crysis 3 Trailer - Sound Design Demo

    Hey guys!   Here's a sound design demo for the Crysis 3 trailer that I finished a few days ago. As opposed to most game trailers, I decided not to include any music so that the sound design elements could be the main focus. Let me know what you think!   Cheers.   https://vimeo.com/57324814
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!