9/02 Review
Character attack SfxI have made an attack sound for our main characters camera attack which is used to scare off fish. I created the sound effect by looking for sounds of a camera and any sci-fi charging sound under the public domain. I then imported both audio files to audacity, matched the ending of the charging sound with the beginning of the sound of the camera shutter. To finish i modified the audio with a low pass filter to create a more muted sound. The reason i created this asset which is intended for use in an alternate attack so early in production is the fact that we(the team) wanted to create a complete player character early on in development, so that we would have ample time to test out how he feels to handle and if the sounds match with the identity of the character we’re trying to convey. Having this kind of sound implemented late in the process and ending with it sounding bad would have been quite troublesome as it would have broken the coherence of the games sound profile with it’s rather frequent appearances. I decided to have charge up effect added for two reasons, firstly it was a matter of game balance, in game the attack has a very powerful effect and therefore requires some wind up time before activating and as of current time in development we have no other indicator that the attack is charging, and having no such thing would be rather unintuitive to use since it would probably take most player a few attempts to even activate the attack once and the charge up should hopefully help with that. Secondly it was also a matter of conveying the impactfulness of the attack, any attack and movement the player controls should of course have satisfying audiovisual feedback, but a heavy and powerful attack should be given a suitably heavy sound effect. The somewhat muted sound brought about by the low pass filter was added since the game takes place underwater and inside of a submarine which of course dampens the intensity of sounds.
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