5/4/13

Chelsea Leech - Red Square




This blog examines my journey of sound design for a UDK sample game.  I will discuss the audio aesthetic and creation of my sounds and how I perceived the game in the map, when creating each sound.   I will also be discussing how I implemented the sounds into the UDK game, what kind of tools I used and the thought process of my implementation.





Aesthetic Design

       As a student at Full Sail University, this game was given to me with out a story line and with out many sounds. The only bit of information I was given about the map was that the story was located in Russia.  It was just a cold place in Russia that my character, who happened to be holding a gun, could run around in.  So, I created a character and a story.  The character that is being played is somewhat of a super soldier.  He carries a massive gun, a lot like the ones in “Gears of War.”  There is a slave camp in Russia that he has snuck into to rescue as many people as he can and get them out safely.   When creating the sounds for this game I pictured that story line.  I pictured a freezing, depressing, horrifying place…Russia.  So, to emulate a freezing cold place, the ambience I created was a room tone type of wind sound.  To create a sense of loneliness and coldness I added an eerie whistling wind in the background to all the rooms. 


Implementation

       I also added quite a bit of stingers in the game to reemphasize the horrifying, cold camp the Protagonist is in.  There is a man scream and a woman scream heard in the courtyard.  I wanted to place screams in the courtyard to create a sense of urgency because the character is hearing people in danger.  I added reverb and EQ’ed the screams to make them sound like they were coming from another courtyard.   I also placed an alarm sound in the courtyard as if the camp noticed that someone had snuck in, creating more urgency and tension.  

There are some short High pitched and Low frequency horror movie-type sounds in the game that create more nervousness and suspense.  The sounds would give the user chills as they trekked around the grounds. The character, however cannot hear these, they are just for the audience.  To create some of these stingers I used an Ambientsoundsimple actor for each stinger and created a large Max distance for each stinger, because if the character is running I don’t want the stingers that I placed in the game to just noticeably stop right away I want it to fade out as if you are walking away from it.   

To create the sound of the door opening to the portal room, I found an elevator sound online and layered it with another stronger closing elevator to create the sound of the door slamming open and shut.  To create the sound for the portal I wanted to create an electric, moving light sound.  The sound I created for the portal was really cool.  I wanted to create a traveling through space kind of sound. I tried to put layers upon layers to create the portal sound.  It was literally just one sound I found online that happened to be perfect!  I found the perfect sound effect on a sound sharing website called, freesound.org.    

       I hope you enjoyed my portfolio for game sound design.