over 5 years
ago -
Coffee Stain Studios
-
Direct link
Transcript (by Youtube)
0s | now I'm recording you guys hi my name is |
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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] |