over 5 years ago - Coffee Stain Studios - Direct link

Transcript (by Youtube)


0s now I'm recording you guys hi my name is
6s you will and I'm the sound designer at
9s Causton studios good sound design is it
13s sells you of the world
14s it sells here the object that you're
16s looking at but it doesn't annoy you and
18s it doesn't bring you out of the day
20s immersion I try to make stuff as we go
23s like when we get a new equipment I try
27s to make the sound for it we get a new
29s building try to make the song for that I
31s think that it's important that
32s everything has a sound that's not always
35s the case but they need to be like a
37s minimal minimal feedback sound for stuff
41s to be appropriately I can list or tested
47s I guess a lot of the the feeling of
49s something comes from the sunshine we
57s have a fairly huge map and that has to
61s be filled with a lot of different
63s ambient sounds for a lot of different
66s like varied ecological areas we've had
70s help from some designer called Dennis
72s Philip oh he's been doing great work
75s and we couldn't really implement sounds
78s the way that we've done in the past I
80s looked at a talk from developers of
83s Witcher 3 and they had some smart
85s solutions to doing big world design we
90s have some requirements early on for the
92s ambient sound that it should sound alien
95s that it was important that you feel that
98s you weren't on earth it's harder than
100s you think to do to make stuff sound
103s alien like you want to give someone the
106s feeling of being in the forest but you
109s don't want them to hear the birds that
111s they wake up to every day for factory
114s buildings I usually try to find out what
117s we linked us what is being processed
119s what's being made trying to find
121s something in real life but it's
125s close to what I'm trying to replicate so
127s for a minor for instance I would try to
130s listen to our minor would sound in real
133s life and usually the case is that yeah
137s this sounds like in real life and
139s no one would ever want to listen to it
141s animation is very important for some
144s time making sounds blind is very hard so
148s it's it's good to have a close
151s relationship to do stuff with us the
154s animations though Yannick has been doing
156s all the music I'm not the one that's in
158s charge for for saying if it works a lot
162s but I guess I'm the one that gives in
164s the most such a pain in the book I'm
180s also their sunshine but I do sometimes
182s do a little programming objects with I
190s sometimes help up with shitty video I
194s use my supercilious I sound design tools
197s to clean up all the noise reverbs Peaks
202s [Music]
204s for hardware I use sure you can do some
209s design with a lot of hardware and it's
212s really expensive
213s I feel that I I got what I need when I
215s have a sound card and when I have
217s software my favorite thing that I've
219s designed probably the scanning sound
224s effects I did that for our internal
227s alpha test two years ago and I did it in
230s like 20 minutes and it survived up until
233s now
234s yeah hopefully we won't get too many
236s the song sucks do it all again what if
241s they say that then this don't show me
244s let they say that releasing now face
247s both scary and exciting at the same time
250s for media some titles more scary of
252s course we've been working on this for
254s quite some while now and for a lot of
256s people they are consonants they're like
257s the first releasing of the game
259s Malcolm calm face and release but this
262s is going to be the first time that
263s people get to see what we've been doing
266s firsthand
267s [Music]