Designing audio

The world of sound design is so wonderful and flexible. I finished the lesson and I have a whole new appreciation for those who work with the audio of video games. Well this whole game development journey has given me a look behind the curtain, a rather basic one so far, but my love for games has never been greater than it is now. I worked on improving the footsteps sounds, so there are different variations for wood. I also cleaned up my physics objects to be of the same type, so when I spread them out there shouldn’t be too much hassle making sure they are using the proper sound, texture, etc. Footsteps are definitely the most frequent sound the player will be hearing. I looked at some assets on the store and there are ones that seem worth it. So when I feel the time is right I will get the collection of sounds and go through them all so there are different sounds for all types of surfaces in game. Right now I only have a unique sound for wood. It creaks every now and then, very simple but effective.

The boss has a lot of sounds too him too, but he did seem a bit too quiet for a human being. I gave him some breaths since he is wearing heavy armor, and I found a nice clinking sound that should add to that effect. I found a nice track on freesounds that I split into individual pieces for the sound so there could be several variations to the breath. Thanks to the lesson I was taught the simple trick of mixing and matching different sounds in order to create more dynamic audio. I’m far from a master sound designer, but I’m proud of what I’ve done so far. I will spend one or two more days on the audio before going back to the character design. I have a lot more ideas to improve the gameplay, and a lot more fixes I need to focus on such as bringing back the lock-on system.

Everything is definitely stacking up, and it’s far more complex than it was when I first started.

Leave a comment