Team Development Of Game Audio Project

Though challenging, the project on a whole was a success. As a collective, issues were faced in gathering sounds, composing music and coding quests as for the majority of us it was our first time coding but after hard work it came together conclusively. Regarding recording sounds, Qasim (a member of our team) headed this department capturing high quality sounds that could later be changed to represent actions e.g. footsteps. A lot of time was spent figuring out which compressors and EQs could be used to expand a set of recordings in both FMOD and Reaper to allow for optimum utility of the sounds captured. For the most part the composition went well but required a lot of extensive research headed by Arthur into Japanese tradition and the East West banks to grasp what sounds would suit that environment. Having an expert understanding of the different frequencies of sounds and how they blended within FL Studio was very impressive. There was a real attempt to focus on capturing Japanese culture and not blur them too easily with other Eastern cultures. In regards, to the coding, development of quests and report write up headed by myself, a huge proportion of time was spent developing a new quest the remnants of which can be found in new objects and trigger boxes added to the game. Unfortunately, though working initially, the code for this game malfunctioned leading to it all having to be removed. Whilst a serious setback, the team worked hard to code the already existing quests introducing audio when interacting with characters and items involved in the quest. Overall, it was a successful project.

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