Big Game Project – Gravity Grind – Sound and Music

Hello!

The 10 week course “Big Game Project” has just started. For this course I am going to write a post mortem on either design or graphics. In this course I am also going to spend 8 weeks making a game. I’m in a group called “Team GG” (group 7) and we will make a fast post-apocalyptic racing game with a core system of dual-track called Gravity Grind.

 Here is a link to the wiki and the concept document.

SuperG2

Quick mockup

 

In this project I am assigned the lead sound designer role which puts me in charge of all the sounds and music in our game.

Generally sounds in games are used for giving feedback to the player on what is going on in the game. Sound is often underestimated when it comes to games and people often don’t mention or reflects over it while playing. If people don’t notice the sound in a game to much you can generally say it is good as the sound that is heard should complete what is seen on screen and it shall feel natural to the player.  So for our game I want to aim for something that gives the player full feedback on what is going on in the game but without making it distractive while playing.

For music it is really about fitting it together with the aesthetics of the game. As the theme of our game is post-apocalyptic/sci-fi I would like to aim towards a mixed genre of metal/trance that has a serious and fast phased beat to fit well with the speed of our game. The music do have to avoid being too stressful as it has to flow well with the design of the levels as well.

So for sound and music assets in our game project I contacted a media company named “FourWays AB” which is focused on music, and I mailed them our first concept document.

fourways

Fourways is very serious about their business and we had a meeting in central of Stockholm this Monday where I did present the game concept idea to them. During this meeting we also started discussing on how the music and sound is going to be designed correct. As it is now FourWays is going to provide for all our sound and music assets, and for this first meeting they had made me six high quality samples from what they thought could fit well with the aesthetics of the game.  I brought back these samples to show my team and they did all approve of the soundtracks. From this very first week and with this cooperation with FourWays everything feels very promising sound wise.

Other than being in charge of sound in the project I’m also set as a graphical artist. I will be focusing on the cars of the game. We are aiming towards a minimum of at least two cars for the GGC (Gotland Game Conference). So mainly these post for this course will be focused on modelling and graphical assets.

This first two weeks of production time is focused on designing and writing documents for the project, so  this is basically what we in the group have been focused on and managed to do so far. (I have been doing some mockup’s of the game, GUI, HUD, menus etc. and a few concepts for the cars) Next week will be more focused on the graphical stuff so you will see more then!

 

If you are interested in what the other members of my group has done so far, here are links to their blog’s:

Lead Designer: https://labanmelander.wordpress.com/

Lead Art: http://valdemarribbing.blogspot.se/

Art: https://harttago.wordpress.com/

Lead Code: https://enfisk1994.wordpress.com

Code: https://tehbullda.wordpress.com/

 

Take care and I hope you come back for the next week’s post!!
-Lui

About Ludwig Lindstål

2013 Graphics