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Creative Vision

The first step for me in any creative endeavor is to try and envision the end result based on the clients desires and the overall theme.

 

Ultimately, my goal was to create a set of assets that sounded both realistic and interesting. I wanted to make sure that the sounds were representative of the visual elements and made sense audibly. For instance, for the game Uranus Attacks, the ship is a small vehicle that looks like it may have a single operator. In order to properly represent that, I would need to consider things like how much low end is in the sample, or how complex the final asset sounds.

I knew that sounds like the vaporizer, the engine, and the ship teleporting would need to have some mechanical sounding elements. I decided that using appliances would give me a lot of interesting sounds that would be representative of intelligent, mechanical design. I knew that I could also layer some of those mechanical elements with sounds like wind passing through an air vent in order to create interesting spaces for the planet ambience loops.

 

While it was possible to create some animalistic noises from appliances, I ultimately felt that my assets would sound more natural and realistic if I used the sound of real animal recordings and processed the samples to create a set of unique assets that nobody had heard before.

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