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Ambience is the blurring of designed emotion and reality, evoked through your subconscious.
The ability to create a parallel reality without questioning the origin or intention is a unique opportunity. As sound designers, we’re sonic architects with the ability to shape whatever emotion we chose. For game audio it is no longer a technical limitation, but a creative leap.
An ambience transition test… the concept is capturing a location without context. In post, conduct the emotion through processed elements and slowly introduce the locations actual sound. The equivalent to fading from black & white to color.
Stereo 24bit / 96KHz
Recorded in Lachine (Google Maps)
Game Design and Architecture are fundamentally similar. Both strive to balance design and utility with narrative and charm.
I seem to be obsessed with architecture these days and equally inspired by instagrams accessibility to great shot. I must admit though one kind of feeds the other… It all started when designing sounds for the Raid Boss monster on The Secret World.
The concept of what makes something colossal actually feel massive. Visually you think shadows and lighting. A big building will create huge shadows, a long corridor will have a vanishing point. The audio representation of size is usually created with reverb, delays and frequency response. For this monster I found myself using a lot of tricks to fool the ear, using harmonics and attenuating other sounds for clarity. With a battle containing 10 players you’re competing with a lot of sounds! All that to say I started using architecture as inspiration.
It’s the little things
This week I had the chance to do a sound pass on one my colleagues animation demo. Shane Oakes a talented animator from the land of vegemite and roo burgers created this using Maya. You can check out the rest of his work here.
A return to the basics is sometimes needed. Strip away the fat to create something simple and to the point! Would love to make this character speak 🙂 Enjoy!!