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Monster Sound Implementation

  • Writer: MattParkinson
    MattParkinson
  • Jul 28, 2019
  • 2 min read

Updated: Aug 10, 2019

Alongside capturing and recording sounds to implement into a game I have now been designing sounds and creating the assets for a monster in the Wwise Adventure Game. This mainly included modifying the elastic properties of sounds to create sounds I felt were appropriate to not only the style of game but trying to establish a certain characteristic of sounds to fit the monster in game. I find this would be important as having a variety of different unconnected styles to a specific character would be not only confusing to the player but also take the immersion and belief out of specific characters in the game. I know that the game itself is very much PG and so I didn't want the flower monsters to be over the top dangerous sounding but instead have a child like nature to their personas. You will be able to understand what I mean by watching the video posted, and see that this character has a specific persona as opposed to just randomly created sounds.


I had an issue while trying to work on this game that was to do with my firewall blocking the connection between the game and Wwise, so I had to turn this off. I also had an issue with the sound banks not being connected and so I had to change the destinations of these paths to the correct location.


I created most of the sounds in Logic, but also found some sounds in the Soundly library such as the shouts and screams from the monster plant.

I am wanting to delve more into the sounds in the game and stylise each monster just as I have done with the evil plant monster. I am also wanting to implement the footsteps I recorded and used for the cube game.



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