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The overall work for the project in this video is all school projects for sound design in video games. This video shows this is the game object at the beginning. The combination of sounds I have used is foley of a person stating 'ahh' and using synths to design the sound for the chimes. For the whip sound is the foley of a lasso, the air sound is the foley of an air can, and the heartbeat is the foley of a drum.

The second part of the video, which is intractables, is all recordings that I have done using my Zoom H5 recorder, and I have used for the recording a hammer drill, torque drill, coke bottle, and the closing of my HDD encloser for my server. I have used pro tools to perform the sound design of all assets and layering to create the sound effects you hear in the video.

The third part of the video, which is environmental, is all recordings I have done using my Zoom H5 recorder, which I have used to record my bathroom faucet running water, my shower head, and the floor fan. I have used pro tools to manipulate and layer all of the sounds you hear in the video to give the feel of a spacecraft or space station moving through space.

The fourth part of the video is the complex sound design, and I used FL Studio to make all of the complex sounds, using Kontakt Thrill, Kinetic Metal, and Kinetic Toys plug-ins to manipulate the sounds. I then transferred the final stems to pro tools to do the final touches for layering and equalization to get the assets to work all together, as we hear in the video segment.

The fifth part of the video is the Projectile Wepon Sound Design version 1, which contains all the recordings that I have done using my Zoom H5 Recorder. The sounds that I have used to accomplish these sounds are recordings of humming through a plastic pipe, flicking the spring of my microphone stand, running a piece of metal against measuring tape, and using a nail filer against a metal ruler. I have used pro tools to design and layer all the sounds you hear in this video.

The sixth part of the video, Projectile Sound Design Version 2, was all done in FL Studio, and I used Kontakt's Kinetic Treats to manipulate the sounds, which are 3 distinctive sounds used for this video. To finalize the complete sound you hear, I have exported the stems and used pro tools to do all of the final editing and layering to get the projectile laser sound you hear in the video.

The seventh part of the video, which is Projectile Sound Design Version 3, was all done in FL Studio, using Kontakt's Kinetic Treats, PharLight, and Thrill plug-in to get the 3 distinctive sounds used, plus using the recording of the metal spring of my microphone stand. I have exported the stems from FL Studio and did all of the finalization of sound design and layering in pro tools to achieve the sound you hear in the video.

For the sound design of this game menu, I utilized FL Studio as my primary tool for creating and shaping the audio elements. FL Studio enabled me to make a diverse range of unique sounds tailored specifically for the game menu experience. After designing these sounds, I used Pro Tools to mix and master them, ensuring that the audio quality met professional standards and enhanced the overall user experience.

 

To implement the sounds effectively within the game, I employed Wwise, a powerful audio middleware tool. This allowed me to integrate the sounds seamlessly into the menu selection, providing a smooth auditory experience for players as they navigate through the options.

 

It's worth noting that, unlike the first video shown on this page, which incorporated recordings from my Zoom H5 recorder, I took a different approach for this sound design project. Since this menu was relatively basic and did not require complex audio textures, I chose to create all the sounds directly within FL Studio without relying on any external recordings. This decision not only streamlined my workflow but also gave me complete creative control over the sound design process. Overall, the combination of these tools and techniques yielded an engaging and immersive audio menu experience for the game.

© 2023 by David Quijano

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