Game Trailer Update
- MattParkinson
- Feb 6, 2019
- 2 min read
I thought I would update my blog to inundate the world with my happenings on the game trailer I am currently working on. Since last time working on Foley I have since corrected and aligned the footsteps appropriately to the picture so it is now represented well. Routing the footsteps to the relevant bus allowed for accurate representation and relevant processing for both outside concrete pavement and also the inside wooden flooring.
Since then I have been working on Spot FX, and searching the sound bank to fill in the empty clips that I named appropriate to the sound I needed. It became apparent that there was not certain sounds so having to think out of the box was needed for certain sounds such as the fish sounds (being represented by swords). The sounds had to represent the fish flying up into the sky, and having a 'woosh' sound was necessary to indicate this. I do think it works well, and will come back in the future to see if this still seems necessary. There seems to be a lot of moments of tension in the game trailer and so a bit of sound design using serum was necessary to create the builds in tension. One example was to use a low sine wave on oscillator A, route this through to the filter and have the first LFO sending to the cutoff value. It was important to shape the envelope in a way that represented a heart beat and then automate the rate on the envelope to increase it (thus representing an increasing heart beat). I also created another serum with another low frequency monster sounding effect that raises and is using volume automation to create a rise in tension.
I am still working on the water sounds, I have used various waterfall elements to represent the fish in water, I am going to be working on the water falling from the sky. For this I am thinking of using sine wave modulation to represent a deep rumble and work with a sweeping white noise and other various sounds to try and create this.























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