I present to you a series of school projects showcasing different aspects of sound design and postproduction. The cinematic and gameplay, titled "Völund the Blacksmith", opens with the stoic character hearing the distant cry of a draugr. The cry was designed using my own voice and running it through a pitch shifter and some dynamic-based effects. Additional sounds heard in the cinematic are a low drone pulled from a sound library, ambient heavy wind, and insect forest ambience. Völund is wearing a heavy leather garment with a tool belt, which made for a good time recording walking sounds. I was not quite getting the right sounds for the tool belt so I ended using a sound library to find something more appropriate. When mixing said sounds into the cinematic, the hardest obstacle was automating every track to have a proper stereo pan and level. If you notice after Völund stands up, the volume ducks out significantly since we see him walking from a distance. The techniques used were foley, sound effect design, and mixing.
The gameplay portion of the video focused on non-linear sound designing, as well as implantation using the program Wwise. To maintain aural consistency with both sections, the ambiences and walking foley of the cinematic were also used as assets for gameplay. The draugr had additional cries which were made using the same method I used for the initial cry in the cinematic. Völund's sword slashes were pulled from a library, with the flame sounds being a combination of flame sounds and me blowing into my Sennheiser headphone microphone. When it come to proper mixing for gameplay, the process is a great deal of trial-and-error, which involves creating a sound bank, playing the game , taking notes, and tweaking the overall mix until it is to your satisfaction. This aspect was the most tedious in this project, because certain assets like the draugr's footsteps and his body fall weren't quite what I was envisioning in my head. Eventually I nailed it just right and what you are watching is the final product of a month long project. video sounddesign mixing soundredesign…I present to you a series of school projects showcasing different aspects of sound design and postproduction. The cinematic and gameplay, titled "Völund the Blacksmith", opens with the stoic character hearing the distant cry of a draugr. The cry was designed using my own voice and running it through a pitch shifter and some dynamic-based effects. Additional sounds heard in the cinematic are a low drone pulled from a sound library, ambient heavy wind, and insect forest ambience. Völund is wearing a heavy leather garment with a tool belt, which made for a good time recording walking sounds. I was not quite getting the right sounds for the tool belt so I ended using a sound library to find something more appropriate. When mixing said sounds into the cinematic, the hardest obstacle was automating every track to have a proper stereo pan and level. If you notice after Völund stands up, the volume ducks out significantly since we see him walking from a distance. The techniques used were foley, sound effect design, and mixing.
The gameplay portion of the video focused on non-linear sound designing, as well as implantation using the program Wwise. To maintain aural consistency with both sections, the ambiences and walking foley of the cinematic were also used as assets for gameplay. The draugr had additional cries which were made using the same method I used for the initial cry in the cinematic. Völund's sword slashes were pulled from a library, with the flame sounds being a combination of flame sounds and me blowing into my Sennheiser headphone microphone. When it come to proper mixing for gameplay, the process is a great deal of trial-and-error, which involves creating a sound bank, playing the game , taking notes, and tweaking the overall mix until it is to your satisfaction. This aspect was the most tedious in this project, because certain assets like the draugr's footsteps and his body fall weren't quite what I was envisioning in my head. Eventually I nailed it just right and what you are watching is the final product of a month long project. video sounddesign mixing soundredesignWW…