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AUDIO DESIGNER/DEVELOPER - 

Oriol de Dios

DESIGNER

 

 

 

Project overview

My name is Oriol de Dios and I've the responsible of been designing, producing and implementing all the sounds of our game. Also I've done two trailers for the game that we have.

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Pipeline

For setting up the audios, I've followed the next pipeline:
1. The event or feature that triggers the sound has to be implemented in the last milestone.
2. Find the apropiated audio in a free audio library (I've used Soundsnap).
3. Ask for team feedback (change the sound if it's bad).
4. Set the sound in a soundbank (I've used Wwise for this).
5. Pre-implement the sound in a script (make a function that plays the sound in game).
6. Implement the sound (calling the previous function at the precise moment).
7. Ask for team feedback again (repeat the pipeline for that sound if it doesn't work).

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Setup

For have better organization, I've distributed the sounds in different containers.

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Main Audio Tool

Module Audio

Module Audio has been the root of all the project audio. It have basic audio utility functions for playing sounds, fade volumes, play random audios... Module Audio also have got the soundbank sounds references from all the game sounds.

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Level Background Audio (Immersion)

BSO

This module handles what background music is playing depending on the level we are. It drives the music from calm to action and vice versa (interactive music) depending if there are enemies near us.

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Ambient

Ambient module handles the ambient background sound playing a background audio loop (depending of the level we are) with some random sounds (also depending of the level we are) played every so often.

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General Audio (Action feedback)

UI

This module contains all the audio UI functions that will be called every time the player interacts with some UI element.

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Narrative

This module contains functions that calls audios related with narrative events. Every time the player triggers one of this events (grab a key, open a fence, talk with someone) one of this functions will be called. 

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Entities Audios

Audio Alita

Audio Alita contains functions playing all the sounds that our main character does during the gameplay. This audios are focused in the feedback of the gameplay (DMG done/recieved, skill powers...).

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Enemies Audios

Splitted in 5 modules (one for each enemy and one apart for the boss), this entities have functions for playing all the audios involved on the enemies behaviours. The main function of this sounds are giving feedback to the player and especially spotlight the enemies attacks anticipation (which is very important in the boss, for example).

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As I've said before, I have also implemented almost every audio (calling the functions I've showed previously in the right place) on each event coordinating me with th people responsable of the previous components of our game (Alita, UI, Boss...).

Trailers

Finally, I've produced our two gameplay trailers. One for the Alpha2 and other for the Gold.

Alita Unbreakable Warrior