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Game Trailer Finished

  • Writer: MattParkinson
    MattParkinson
  • Apr 26, 2019
  • 2 min read

Okay, so a lot has gone into this game trailer, and to finally say it is finished I am happy with what I have done. I have delved a lot into sound design since my last post, and since then I have been experimenting a lot with lower frequency content to give emphasis and visceral elements to my trailer that I believe would otherwise be hard to create.


From the video I have uploaded below you can see how by manipulating LFO, linking to the cutoff value and also using automation I was able to get the sounds I wanted that acted either as a score for underlying tension or build ups. I was also able to bounce out some of this to act as a bed for parts that needed low end such as the monster attack punches.

The finalisation of my project led me to changing parts of the sessions that from feedback did not sound particularly right. The good thing about splitting my session into multiple projects, allowed me to focus on more layering for particular sounds such as the fish scene. This scene in particular needed a lot more sounds adding, and so this was possible by adding many more audio layers.

As you can see, the ambience session alone requires a lot of audio channels.

The next step was to bounce each session down ready for pre dub mixing. I ensured to save each bounce to a particular folder that I would use in my dubbing stage. As you can see below, this is how my folder structure was.

These individual elements are easier to manage and mix.

Using techniques such as the haas effect I was able to use to widen certain effects.


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