Week Seven:
- Robert Allen
- Jul 7, 2023
- 2 min read
We started this week off with another group meeting where we discussed any progress we had made since our last meeting. As well as any improvements we had made. During this I informed the team that I had begun creating the games' main theme. The art department revealed they had a concept for the game's menu. With this it gave me the idea to begin considering what audio cues I could make for it as I was responsible UI audio.
With our game being quite bloody and violent, I wanted to make sure that the menu audio also followed that. So, I decided that I wanted the audio to have a sinister tone towards it. To achieve this, I knew I would have to use a synth, so I began looking for a fitting one. After some time, i found a preset called "Predatorium" which when used gave a very crunchy texture fitting the retro style whilst also sounded quite dark. With a synth I began work on the opening menu sound.
To ensure consistency with the rest of my audio I stayed in the key of C major. To create the sound i decided to use the 1st 3rd and 5th notes of C. I then put them in ascending order and that was the opening done. As for the closing menu, I wanted to sound complete with the opening so i use the three same notes but this time I put them in descending order. And that was the opening and closing sounds done.

Once this was done, the team asked if we could get some voice recording done. Despite me being the only Audio Designer in that week I said okay so we went and looked for a quiet room to use. Once we did, we decided to focus on getting our death sounds complete. So, I and three of the designers took it in turns on making sounds we thought could be effective. After a couple of runs we thought it would be fun to get more of the team involved so everyone could hear themself in the game. After an hour of recording, we had dozens of recordings which we could use. It was clear to me we would be unable to use them all so I allowed the designers to pick out their favourites. By the end they had narrowed it down to twenty-one sounds. With this I sent them all over to Pawell has he was more experienced in voice recording and that wasn't my area for the project.

Here's the twenty-one recordings which the developers decided on.








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