Blog Post #2: Damage Sounds
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During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship is organic, I want the player to feel guilty and sad when the ship takes damage. To reflect the art style, I added an underlying sound of glass shattering. While the ship is not necessarily made from glass or crystal, I think the subtle overlay of this sound will accurately represent what the player is seeing in the game: a triangular, low-poly style which may subconsciously make one think of crystals or glass figures. My second variation of this sound (both to be used, so as to not have repetitive damage sounds), has another layer of a beast-like cry, which was done by me making some funny noises into the microphone and then playing with the speed and pitch. For now, the first sound I made contains just the glass breaking sound and impact. The second sound is the same but with the roar sounds added on top. So far, they aren’t much different, but I will add more pitch differences and 2 more variations of the same sound in the future. As the development of Behemoth continues, I find it increasingly easier to know what sort of style I want to go for to match the visuals in the game. |