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Found 77 results

  1. Hey guys, does anyone have any recommendations please for companies offering Community Management/Marketing services? I'm quite price conscious, so if you know which ones are cheaper/expensive/how much they charge, for a small/medium sized developer? Thanks
  2. Main Menu

    From the album Area 86

  3. Once I needed a program for packing an atlas with 3d models. I could not find one, so I made it. Now it has only basic functionality. Should I improve it further? Does it need someone else? Link to download(for Windows): https://drive.google.com/open?id=1CLizcUAOsYnbdfyKCYDcGxmso79GPBuv
  4. Pistache Games: IOS release

    Pistache Games has been published in iTunes. Check it out! https://itunes.apple.com/gb/app/pistache-games/id1345143005?mt=8&ign-mpt=uo%3D2
  5. Advice Beginner? Sure

    I make a game on my own. I do not use forums (until now) or social media programs to talk about it, I just do it. So the problem is: I finished the game, I published the game for android, no one (ok, 3 persons) check the game. So I see 2 possibilities: either the game is really, really bad (I suck) or I have no idea how to promote my game (this one is true for sure). I really think the game is rather fun but maybe I completely wrong. So, how the hell I check if my game is good or not and how the hell can I do some little promotion of my game for free. I would stop caring about the game if the game is really bad, but I sincerely think it is not. I would be grateful if someone post an opinion about this. Thanks.
  6. Hi guys! The second entry for Pixelpunk XL devlog is here. All new and interesting from the development is described below. In the last week I was working a lot on the new constructions and sci fi panels to decorate some rooms and tunnels. Now the biggest rooms have completely different look and it changes every time after random generation of the level. I am still working on the post procession filters which make the retro style look. Work on lighting never stops and here are some new examples and screenshots. There is still a lot of work on random levels, but now I'm starting to think about bosses. What will they look like? We'll see.
  7. Hey everyone, my name is Tom, and I'm the creator for the MMORPG called Zapoco. A text-based MMORPG, set in a zombie apocalyptic setting where you can train, scavenge, fight other players, build safehouses, trade and do a bunch of other cool stuff. I built it to be fully browser based lets you play from any device with a web browser for free, no downloads or personal details required, just an email address I've been working incredibly hard over the past few months on this, and am very proud of what I've been able to accomplish with it, and I hope for some of you to be able to play it and enjoy it as much as I enjoyed making it! I'll also gladly address any comments, questions, criticism, concerns, or anything else you may have (I apologize if this isn't allowed to be posted here, if it's not, feel free to remove it). Thank you. Link: https://www.zapoco.com
  8. Mobile Torto Turtle - New Mobile Game

    Hey guys. Me and my friend are brazilian game fans and we finally launched our first game: Torto Turtle. We are looking to read feedback from people in the business. It is a word puzzle game, with a very good dictionary and fancy challenges over the course of the levels. We developed the game in Corona and did a lot of work on the design and visuals of the game. It is free to play with a tiny in-app purchase system. For now it is only at AppStore. Depending on the feedback and download number we will finish the Android version and launch it too. The download link is : https://itunes.apple.com/br/app/torto-turtle/id1212038366?mt=8 Or just search for "Torto Turtle" on the appstore and you will easily find our game. All feedback are appreciated. Thanks a lot, guys.
  9. Command Pattern Review

    I tried to implement the command pattern explained in this book : http://gameprogrammingpatterns.com/command.html. I'm looking up for someone which could revise my code and see if I did implement it the right way, or even if I did deviate a lot from how it should be implemented. Here's the code : https://github.com/Luhanmacedo/Command-Pattern Questions: I didn't understand if the base class (Command) could be modified to introduce methods as I did to facilitate implementation details in the derived classes. What would be a good way to map the buttons according to the configuration the player wants to use, such as X for Jump and Y to shoot. P.S. : If it's not possible to review the whole code, tips in some parts are welcome as well.
  10. Help With Story-Driven Game Concept

    I'm very much a beginner when it comes to game development. I'm merely trying to come up with a concept at this point for a project later in life. I would like constructed input, opinions, and criticism that will help me fix things wrong with my concept in mind. I've loved story-driven games, and have always thought about making one. I'm not the most colourful crayon in the box, so I find it difficult to come up with appealing storylines that are well designed for a video game and not a written novel. I've came up with several story concepts that I feel may be suitable for games, but for this thread, I'll only explain 1. Please respond with things that I should add, remove, or fix. I want this to be a story-based game, obviously. I'm not sure if I want to create a game that looks like an old-school RPG game, a 2D sidescroller, a click-to-select, or any other media I happen to think of. I feel it wouldn't be good to make it a first-person perspective game, because that is usually used for gameplay purposes in survival games, shooters, and other games including first-person fighting, which, being a story-driven game, this concept does not have. The protagonist is this kid that's around 20 years old that has seemingly dropped out of high school before the game's story takes place. Despite this, he's intelligent and classy, and is able to live comfortably in his own apartment; he even has his own job at a nearby bookstore, where he makes decent money. You figure this all out around the time you begin playing. After a while you notice that the protagonist is dealing with strong grief and sadness; could this be the reason he dropped out? But, what could it be? This idea begins to grow itself into the player, but, as the player continues playing normally- meeting some of the protagonist's old friends, learning more about them- they begin to forget about the protagonist's depressed state. This is then brought back after a while of exploring the town and coming back to your apartment to rest. After doing so, the player is dropped into this "dream" first appearing to be your normal residence, but slowly becomes distorted over a few minutes until you realize where you are. You can't seem to wake up. This can be done a few sections later when you receive a necklace given to you by a dubbed "imaginary friend" from your childhood that appears in the dream. You can use this to your advantage if you need something to complete an area that is in the real world, shop for new items, or complete a day of work at the bookshop in exchange for currency. Doing so can and will affect the way you perceive the dream world; dreams are never the exact same. Enemies can become more difficult, an area can become more distorted, dialogue may change, tiles may switch, and you may lose or receive items. The amount of times you transfer between realms will affect the outcome towards the end; not by a lot. Only things such as dialogue, characters, and the attitude that characters have toward you will change. The game will consist of a tutorial character that is seemingly a normal-looking person. Of course, since the world becomes more distorted throughout the dream, the leading characters/bosses will also become more and more bizarre and hostile-seeming throughout the areas leading up to the end of the game, where you discover the true background of the protagonist and the reality of the real world; the character was born with a mental illness that allows them to create a different 'world' to cope with trauma, and has morphed the real world into their own perception of a normal life, where they only have to deal with the grief hinted at towards the beginning of the game (the death of their mother). Though reality is actually very terrible; they realizes that the world is filled with horrible death, destruction, and peril that is not only being dealt with by them. This realization causes them to revert their perception or the real world back to this insane nuclear wasteland full of sorrow. They can't find any of their "friends" and can't go back to the dream world, because none of them were real; they were made up by them to cope with their mother's passing. The wasteland is also a perception by him, but it's much more realistic, figuratively speaking. The message from this is that no matter what your issue is, almost everyone else has, is, and will deal with the exact same thing that you are. There is so much bad in the world, so much death, and so many horrible things that you don't notice. So, you need to stop wallowing in self-pity and fix it yourself, because no one else is going to. They have their own problems to deal with. Please respond with constructive feedback and advice. Tell me what to add, take away or fix. Thank you for taking your time to read this.
  11. Releasing is scary

    I have released my first free prototype! https://yesindiedee.itch.io/is-this-a-game How terrifying! It is strange that I have been working to the moment of releasing something to the public for all of my adult life, and now I have I find it pretty scary. I have been a developer now for over 20 years and in that time I have released a grand total of 0 products. The Engine The engine is designed to be flexible with its components, but so far it uses Opengl, OpenAL, Python (scripting), CG, everything else is built in The Games When I started developing a game I had a pretty grand vision, a 3D exploration game. It was called Cavian, image attached. and yep it was far to complex for my first release. Maybe I will go back to it one day. I took a year off after that, I had to sell most of my stuff anyway as not releasing games isn't great for your financial situation. THE RELEASE When I came back I was determined to actually release something! I lowered my sights to a car game, it is basically finished but unfortunately my laptop is too old to handle the deferred lighting (Thinkpad x220 intel graphics) so I can't test it really, going to wait until I can afford a better computer before releasing it. Still determined to release something I decided to focus more on the gameplay than graphics. Is This A Game? Now I have created an Experimental prototype. Its released and everything: https://yesindiedee.itch.io/is-this-a-game So far I don't know if it even runs on another computer. Any feedback would be greatly appreciated! If you have any questions about any process in the creation of this game design - coding - scripting - graphics - deployment just ask, I will try to make a post on it. Have a nice day, I have been lurking on here for ages but never really said anything..... I like my cave
  12. Hey guys! First post here So like the post title reads, I'm looking for some feedback on a few electronic tracks as well as some advice on where to begin with networking (specifically, contacting indie devs about getting some music placed without coming off as a lame solicitor). I've seen a few "work" sections on this site and other similar ones, but none of them really seem to have anything remotely helpful in terms of music - or maybe I just suck at using the search tool? I've also taken to twitter and acquired a fair amount of followers, but I'm not getting the results I want, mainly being conversations with people who are working on games (even minimal budget indie games) about scoring. Any helpful advice would be greatly appreciated! And lastly, here are three tracks I'd really appreciate some feedback on! Mostly about mix and composition. I know the master levels are a little low, and I prefer to keep it that way and retain full dynamic range. Thank goodness the loudness wars are over haha. Tension track: https://soundcloud.com/spacepengu/farewell-sleep Guitar & synth track: https://soundcloud.com/spacepengu/guitar-synth Chill / relaxing electronic track: https://soundcloud.com/spacepengu/chill-space-92816-439-am Thanks so much guys, looking forward to reading your replies!
  13. Hi guysMy name is Felix, I'm from Spain, Europe.In Spain the development of video games is very stopped and that's why I decided to register in this forum on the recommendation of Anya kickstarter. She told me that there is good vibes here and that you help a lot.I am writing to give me your opinion (sincere) about the game I am developing.I have the entire dossier here as she recommended me. https://www.kickstarter.com/projects/667750848/wake-up-3It's not spam, I just want you to give me your opinion as developersThank you very much <3P.S. Excuse my English
  14. Hi there, I'm a complete newbie and have no idea how to start getting my name out there. I have been producing instrumental music for 2 years posting mainly to my soundcloud account and I need some guidance into what my next step should be. Anyone with experience have any advice for me? any and all feedback would be greatly appreciated. https://soundcloud.com/jaymar-11 https://soundcloud.com/jaymar-11/evergreen-haze https://soundcloud.com/jaymar-11/pressurize https://soundcloud.com/jaymar-11/trance-bandit-lets-jam https://soundcloud.com/jaymar-11/01the-journey-new-game Also did a few Undertale remixes Sans:https://soundcloud.com/jaymar-11/sans-lament-megalo-remix
  15. Hello everyone! In the first devlog I want to introduce my game and show what have been done recently. Pixelpunk XL is a pixelated old school first person shooter with rogue-like mechanics set in sci-fi environment. It is similar to old games, such as Descent and Forsaken, but with rogue-like gameplay type. Early gameplay prototype is here: IndieDB page: http://www.indiedb.com/games/pixelpunk-xl The levels generates randomly, combining different types of tunnels and rooms. Also in each room and big tunnel there are obstacles and decorations, which appear randomly after generating of the main level. The game has different types of enemies, also I plan to add several bosses with unique environment. The most of tunnels and rooms are already set, in the past couple of weeks I have added 2 new types of enemies: Also some new types of tunnels have been added: The decorations and obstacles will make each level look unique, there is a lot of work to do, but here are some recent examples: Just for fun: Happy holidays!
  16. Hey! Could you critique if the instruments on this track (all midi) sound realistic or not? Which things can get better? Thanks!
  17. Hey, guys! This is our first game published in Google Play. We are dying to hear your feedback and share great experience! IntroductionTic Tac Toe is basic and all-known game. And to compete with other games we had to create something unsual, special. We analiesed market and came to conclusion that a lot of Tic Tac Toe games are overcomplicated without any reason - "too many clicks to play". That's why we decided to create on the one hand simple and on the other one contentful game. The idea was "Open game and start playing" -- no menus, no complex settings. All intuitive and comfortable!Features: Show him who is the Boss, beat the computer! (Player vs computer) Invite and challenge your friends in 2 player mode! (Player vs player) Play on different maps: 3x3, 4x4 and 5x5! Difficulties levels! Score meter to measure your strength! Everything fits in one screen! Great and beautiful sound effects! Innovative design solutions! We decided to make this game totally FREE, so that everyone could play it! Here is some screenshots from the game: ConclusionAll in all, it is only the begining! We will work hard and improve game! Your feedback and impressions are very important for us! Find us in Google Play: Tic Tac Toe – Puzzle Game Free
  18. iOS Cat App Feedback

    Hello all! I just created a new game for the App Store called Meow Bounce. You collect FishCoins by bouncing on platforms, adopt cats, and customize them. I've attached some of the art here. I would love to hear any feedback on anything about the app, especially since it's my first app! Link - https://itunes.apple.com/us/app/meow-bounce/id1313160656?ls=1&mt=8 I plan on adding features in the future such as simple animations for the world scenes, goals for gameplay, special items cats give you, and music in the shop. Thanks for reading and thanks in advance for any feedback!
  19. PC Area 86

    Hello! Trying to create a physics puzzle game in my "free" time. So far it's going very steady, but slow. Hope to get some feedback from you! Area 86 is a physics-based game, that lets you control a robot at a secret place in space. From simple item moving to custom imagined solutions with item picking, throwing, combining and activating! Explore & examine all possibilities each place has to offer and do your best to get further. But remember, each action has consequences and thus could break or make something unexpected. Quick overlook of main features: Physics-based gameplay with no bugs or whatsoever Tasks that give you more clue on how to do things wrong Controllable robot who can be blamed for all consequences Includes more than 1 level and each level contains less than 12 possible tasks to complete [ not in free version ] Secret places and hidden objects for extra challenge What can you find in the free downloadable version:One fully completable level with 6 tasks and 2 hidden special items to discover.From the task list, 2 are main tasks which you should complete to get further and then there are 4 other tasks that should challenge your thinking.One of the secret items is visible instant, but you need to figure out how to collect it, while the other special item is hiding.Another extra feature is visual hints, that should force your thinking of discovering features. Download playable version for your system:
  20. Hey folks, I recently recorded this tune for my demo reel. I'm really psyched with how the flute and guitar worked out, but I'm worried my string patches (SONiVOX Orchestral Companion - Strings) are too cheap sounding. Are these passable for a game score? I know it's context dependent, but I can't tell if I'm just being overly sensitive. Thanks!
  21. Hi! Im looking for feedback for my topdown shooter/ survival game. Plz download (windows only) and comment below! Too hard, too easy? Any other suggestions? No install needed. You play as a survivor (or 2 in local coop with shared keyboard or with controller) and need to travel across US in search for area 61, where your granny is waiting with a space rocket! Loot and shoot boys and girls! Download link: Damnation Road, Beta 4b (50 MB) (no need to have dropbox installed)
  22. Critique of RTS gui design

    I need people to critique my gui design for a RTS. The game separates the unit building part from the RTS combat part. Right now, I only ask you to critique my combat GUI. The combat part doesn't have any construction mechanics so the GUI is quite simple. I feel like it could be better organized. If you could point me what could be improved, that would be helpful. The first picture shows what it should look like in the game. The second picture shows detailed information on what each component of the GUI represents. Credit: the art comes from https://opengameart.org/content/real-time-strategy-gui-hud-elements-unknown-horizons
  23. Hi everybody! We are currently working on our next game – TERRORhythm (see steam coming-soon-page here: http://store.steampowered.com/app/752380). Our idea is to create mix of two genres: beat’em up and rhythm game in the dark cyberpunk world. Stylish level and character design, spectacular FX and hardcore rhythm-based gameplay - this is our recipe for a good game. The core gameplay is a classic beat’em up battle with numerous enemies attacking the main character from both sides. The success of the battle session depends on how you can catch the rhythm of the background’ musical track and kick the enemies to the beat. The duration of one game session determined by the duration of the musical track playing on the background. One of the most important features we are going to provide is the possibility to upload your own music in game and play to it. Our team was inspired by such games as «One finger Death punch», «Crypt of the necrodancer», «KickBeat», «Guitar Hero» and «Audio Surf 2». But we are trying not only to make a mixture of existing mechanics but also to give some unique features like music-driven level difficulty and scene feedback. We also decided to make a comics to allow you to explore a silent dark city where the game plot takes place. We will post comics regularly on our community pages and blogs. As the game development is in progress now, we are hungry for any feedback, advice and opinions. First project experience of working with the community was so fruitful, so we have no doubt left about power and benefit of feedback. Hope that with your help we will make TERRORhythm the best it can be. Current tasks we are working on right now includes custom music support, equalized scenes, light reaction the beat, major gameplay improvements and balancing, normal and hardcore game modes, more miss. Best regards, EvilCoGames evilcogames@gmail.com http://www.facebook.com/EvilCoGames/ http://twitter.com/EvilCoGames http://steamcommunity.com/groups/EvilCoGames
  24. Hi everyone, I know there is a lot of blogs and advice about what to do and not do for a beginner in a game industry, I even read a lot myself to find inspiration and avoid common mistakes. Unfortunately, there is not so many talking about real experiences. I am here to tell the story behind "Soul of Mask", my first game and I hope not my last. I will avoid a long post, so it will be in different blog entries presented like this: - Origins and first difficulties, - Technical: Game engines, programing language, tools - Marketing and conclusion. In all point I'll talk from the beginning to the end of the project, there is no chronology so you are free to read what you want in the order you want. Let start then... My name is Alain Perrin, as you may have noticed, not a native English speaker. I am a system dev in a Chinese company based in China. So yes I live in China for quite many years. I always wanted to create a game but I always stop writing my game as soon as I was satisfied with the technical problem I solved. It was enough for me until my wife (fiance at that time) talked about people proud of themselves without any real achievement. Yes, she didn't realize it but it hit me right in the brain and let say ego as she was not talking about me. "Yes I think I can do a game but I never proved it". It is where I decide to start a game and finish it to prove to myself that I can really do it. This will explain a lot of choices I made for my tools such as Programming languages and game engines. Now we know I never planned to make a commercial game, it was just about to start something bigger than Tetris (I did finish it around 2003, a mixt of ASM and C with class dirty code). I decide Pacman with a lot of improvement in the ghosts. My major was AI and face recognition and I wanted to make Pacman with clever ghosts. But, with time I started to add more and more stuff and the game didn't look like Pacman at all, at least in the gameplay. It was still a mase game but a lot of things were too far from Pacman it is when I decide to stop and think about something else, a real game. I started to look for help; another developer and at least a drawer could be pixel artist or just 2D designer even a comics drawer. It is also when the first problems came. As a developer finding another developer was easy to keep him on the project was another challenge. So you guess, he left. And this brilliant guy leaving was a hard strike to my moral, it was so demoralizing. However, this guy was totally honest and told me: " I am leaving because I don't see where this will go". At first, I thought he was talking about money, he may think this project will not bring any money at all. If it was the case I had no way to convince him to stay. But he was talking about achievement. money is not so important when you do something you want to, money is a reward I would love to sell 1Million copy of "Soul of Mask " but it was not my priority and we shared the same thoughts. The problems were the fact that he didn't believe it will finish one day and didn't want to waste is time. Now another part of my personality took control of my mind over depression. The love of challenge. Now I have a new challenge, everything I need to go back to work. I restarted everything with a better design as now I knew I was not doing Pacman anymore. It is also at that moment I made my first big mistake. I read after that it is a common one " I do all the code and I will find soon or later a graphist". So one year passed when I started "Element mask" and I had this: Element Mask Element mask was supposed to be the full game. It was the story of a young man who has to collect all the masked stollen by demons. It was not so beautiful but I was sure that with a full gameplay and a story I will find someone to draw. I google images and made something different. all images in the following image are downloaded from google image: Here you can on the right bottom your different special power. So I spent almost another year trying to find someone to draw. I contacted my brother in law in France who agreed to help. then I went there, meet him and he realised that is was not 3D game and he could not make 2D graphics assets. So 2 years passed, I have an almost ready gameplay but no graphics. My Brother in law and one of his friend remembered that they have a co-worker that may help. This happened in August 2016. They contact the guy who said OK to meet me the next day. My designer invited me to his place and I was already in love and impressed, this guy is a gamer. He had everything, a lot of games and objects from games of all time. Obviously, if I can convince him then that will be finished. And I did it, he was in. I left France and move back to China, He sent me Emails to show his interest. I let him free to change what he wants in the game as long as I can program it. and he did bring the idea of half mechanic characters. here is his first sketch: Hey guys, honestly it was promising, right? But if you bought "Soul of Mask" today you already guess that it didn't work. How? I don't know myself. This was his last email. After that he disappeared, no news, no answers nada, nothing, keine, rien. As if it was not enough I injured myself playing football (soccer for USA). ACL was torn, for those who play sport they know it is a serious injury. Good can come from Bad. Nine months without sport said the doctor, and at least 2 weeks without moving my right knew. So I had to stay at home and this was the good part. I use to play football 3 times per week plus 2 times of basketball. For almost a year I will have to do something else. Unfortunatly I still had no news from my designer. I decided to go again to France to visit my family and try to contact him again. I did and he said sorry but he didn't have time to work on Element mask. Angry programmer. That was too much. I was very pissed. I nicely said " ok I understand we all have our job and our life. No problem". But inside all was fire ready to burn everything around. August 2016 to February 2017 you cannot find 15 seconds to send me a WhatsApp to tell me you are out of the project? you are busy but me I can just wait and hope? I realized that everything is really relative. I was convinced of total failure if I attempt to make Element Mask alone but I just have the proof of the opposite: I would have to work alone if I want it to finish one day. I just remember a funny fact, I can draw myself. I used to draw comics for my classmate when I was in middle school. I bought my watcom and started again. My level is far from what I could do but it was enough for buyer to accept it. actually no body said my game was ugly: Rip Element mask My problem now was different. I had nobody to wait but I was not fast to draw as I was before. Worse, I cannot draw what my code is made fore. So gameplay changed a lot. Every time I failed to draw something, the gameplay will change. This is for example how I moved from a character wearing a mask to bouncing masks. Soul of Mask was born. It was something I could finish before the end of 2017 and I did it. I learn a lot about people, life and myself in this adventure. next blog entry will talk about the coding part. thanks for reading.
  25. Hi everyone, I would greatly appreciate any feedback for my sound design take on a UI video (The link is bellow). 99% of the sounds were created by processing the output of a noise oscillator. Thanks. https://www.youtube.com/watch?v=KRW1TMfqzfM
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