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Recording and implementing VO for the game

  • Writer: MattParkinson
    MattParkinson
  • Aug 22, 2019
  • 2 min read

As the game I am currently working on involves an adventuress, I decided it would be important to try and get someone better for the job than the lengths it would take to take me back through a prepubescent stage of my life with a disastrous amount of plugins and effects. I sought out the help from my girlfriend as she deemed and adequate fit for the job.


I wanted to make sure that the vocal takes did not encounter any bleed from any sources elsewhere, and also I wanted to capture the vocal as suitably fitting to the environment as possible. This was tricky as I knew I wanted to record the takes outside, but I did not want any interference from any birds or other sources. I decided it would be a good idea to record the takes late afternoon when the birds quietened and there was less interference from outside sources.


The takes came out great and I was very happy with them, we managed to record a multitude of different sounds as of which corresponded to the assets I was after (see asset list below). After editing them in Logic, ensuring they were organised into the correct asset folder and ticked off my asset list it was then time to implement them into Wwise. Once the assets were appropriately set up I then imported the audio and ensured that the random containers held the parameters that I wanted in place such as the randomisation and other random pitch attenuators, this allowed for more customisation and also variation with the sounds. I still have an issue with certain reverb effects on the vocals but I think this may be due to the code in the game as any parameter to do with the dialogue has been turned off, I would like more control over the reverb for different areas of the game but for now I am just focussing on the woodland area.


I am pretty much finished for the assets that I was after sourcing/creating and so the main objective now is to just polish the sounds that I have and ensure that it is properly mixed. It is a shame I cannot fix the coin noise as there is a bug with the software apparently that is causing this issue.






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