New(ish) Job

I probably should have added this way back in January, but I’m now back at Team Junkfish as Audio Lead for our upcoming project Monstrum 2. Have a cheeky teaser here:

With the game having been announced and a fair while away I’m hoping to cover a few of the ideas and systems for the audio in the game, so keep an eye out! I’ve also found some of the older blogs I wrote for the first game that I’m planning to tidy up and share too, for no other reason that to give a comparison between the two.

Cheers!

The Voices of the Britannic – Dialogue and Conversation Design in Murderous Pursuits

This was originally posted in two parts on the Blazing Griffin Website: Pt. 1 | Pt. 2

It is also available on Audiokinetic’s Wwise Blog in English: Pt. 1 | Pt. 2 and Japanese: Pt. 1 | Pt. 2

We released Murderous Pursuits a few months ago, and I wanted to share a bit of info on what I was working on. This blog post will look at the audio solution for one of the core features, the “Vignette” system. This will cover:

– What the original concept was and audio requirements were

– How we handled the dialogue recording and editing

– The systems design and implementation using Wwise and Unity.

If you haven’t played or seen it yet, Murderous Pursuits is a kill-or-be-killed Victorian stealth-em-up for 1-8 players in which you must hunt and kill your quarry before your hunters do the same to you, all while avoiding witnesses. You can buy it on Steam right now!

Continue reading “The Voices of the Britannic – Dialogue and Conversation Design in Murderous Pursuits”

So I got a new job.

I may have left this as the last place to get updated. Whoops.

Anyway, earlier in the month I left Team Junkfish to join those fiery catbirds Blazing Griffin as an Audio Designer. Woo yay! They’re working on [REDACTED] and I’m looking forward to getting stuck in about it.

It’s a big shift, leaving a group of folk I’ve been working with for over five years on a number of different projects, but sometimes opportunities arise and situations change and you have to adjust course.

So do keep an eye out on what they’re up to, and I’ll keep you up to date on the BG stuff.

…and the 500 words thing.

…and generally updating the site.

Freebie – Volca Keys Sound Effects!

Ahoy!

One afternoon a few months ago I was kinda bored and had an hour or two going spare, so I decided to see what type of sounds I could get out of my Volca Keys. After some fiddling I managed to knock out a few… beeps and boops and other lo-fi assorted noises! In the time honoured tradition of giving back, I’ve decided hand them out for free, so you can grab them here!

Download! (Dropbox)

You’ll find some laser-esque sounds, some drones, some short pulses that could work for UI or percussive sounds, a fair mixture of stuff. I recorded different patches and effects at each octave interval (1′ – 32′) and across a few different oscillator setups (Unison, Octaves, Fifths and Unison Ring Mod) for a few different flavours too. Hopefully you’ll find something handy in there!

Some caveats:

  • They’re very raw, and the audio output of the Volca series isn’t exactly clean. But lo-fi’s half the charm with analogue gear right? …right? Outside of chopping them up they’ve been left completely unprocessed. Spent longer editing them than recording them!
  • The naming convention is a bit odd, please read the document in the .rar to understand what’s going on.
  • They’re also only 44.1k/16bit which isn’t great for pitch/time stretching into extremes, but they are across a wide range of octaves so hopefully you’ll find something you can use.
  • These are free, please don’t try to sell them or claim ownership of them. I am a-okay with you using them in commercial/for-profit projects though!

So there you go! Please share them about and let me know if you find a use for them. Best way is on Twitter: @speedyjx

Cheers!

IGDA Scotland July Audio Meetup

In July I had the pleasure of chairing a game audio panel at the IGDA Scotland meet up. The panel featured Will Morton of Solid Audioworks and Matthew Smith of Square Peg Games, both formerly of Rockstar North, and Orfeas Boteas of Krotos, makers of Dehumanizer.

We covered a few different topics, such as how they got into game audio, advice for fledgling sound designers and composers applying for positions, and how the transition from AAA games to indie and freelance has been. Or in Orfeas’ case, how scaling up from a Masters project to renowed sound software production company has went!

Obviously the proof is in the pudding, and we discussed a lot more in a fair amout of detail, so do give it a whirl!

AWEdio Jam!

So I’m happy to say that I’m helping out with Edinburgh Game Symposium’s AWEdio Jam! It’s being organised by Luci Holland of EGS with some help from Sam Hughes of The Sound Architect and myself along with IGDA Scotland :). We’ve got a few other things in the pipeline that we’ve yet to announce, so do keep an eye out! The current schedule is on the EGS website here.

awedio-logo-pink-1

You can also join the Facebook event here: https://www.facebook.com/events/1198225880221374/

Here’s the blurb:

Are you a composer? Are you a sound designer? A voice actor? An instrumentalist? Are you working in or are you interested in working in game or film audio in some way? Or are you a games designer looking to collaborate with musicians/soundies?! Ever wondered if you could do a game jam with audio??!

Then come and get creative at our AWEdio JAM on the 21st, 22nd and 23rd October in Edinburgh – a weekend hands-on hub for creatives interested in sound, music, media, and design!
Sign up either as teams or individuals, and collaborate to make amazing sonic artworks over the weekend (inspired by a secret theme to be announced on the first day!), share and learn new skills, network, and hear from professionals in the game and sound world. We’re thrilled to be joined by Will Morton of Solid Audioworks on the Friday night, and hope to announce another speaker soon!

What’s more – early bird prices are available until Fri 30th September. We’re looking forward to an amazing creative weekend!

More info on how to book on our website – and any questions, please just give us a shout.
http://www.edingame.org/awedio-jam/

-INFO-
Fri 21st, Sat 22nd, Sun 23rd October | Roxy Assembly, Edinburgh

With a talk from Will Morton of Solid Audioworks

Take part in a weekend hands-on creative jam for composers, musicians, sound designers, voice actors, and other audio professionals!

-TICKETS-
EARLY BIRD (available until Fri Sept 30th): £20 per person
Full price: £30 per person
Friday only (for social and talk – limited tickets!): £5 per person

PURCHASE TICKETS HERE (please make sure to also read the ‘Registration Info’ section on our website): http://awedio-jam-tickets.eventbrite.co.uk/

Early bird pricing available till Friday 30th September!
Registration closes midnight, 20th October.

Room to Play Sound Design – Pt. 1

Ahoy!

So I want to do some follow ups on the Room To Play exhibit I had a hand in and briefly go over some of the concepts and sound design for what we eventually came up with. As a sneak peak, here’s a little loop with a few of the sounds that I’ll be discussing in the next few posts:

For more info on Room to Play and some looks into what we go up to in the workshops check out this blog post. This post is obviously from my own perspective, but a lot of other people’s work went into creating not only this exhibit but the others that went on display, so do check out who else was involved :).

But veering back on topic: the main concept for Room to Play was combining aspects of music and sound with “play” and “games”. As a sound designer in digital games you would think that a lot of the processes would be similar and easily carried over, but with Room to Play on the whole I wanted to look at the tactile side of things, how people interact with objects that generate sound and how they react to the sounds the objects made.

So with that in mind, one of the ideas for an installation was to use trampolines in some fashion.

Ya know, these things (made to look good by people with art skills!):

IMG_20160529_163852

After a few ideas (including bouncing musicians!) the basic concept the group came up with was what would happen if a sound played when someone jumped. But we took it one step further.

Team Trampoline had an plan. That plan involved Dance Dance Revolution. Well, the dancemats anyway.

Continue reading “Room to Play Sound Design – Pt. 1”

New Project Announcement!

Ahoy!

Quick heads up, but I’m working on Thermodynamic Games’ upcoming title “Echoes”, providing sound design, implementation and a bit of consultancy stuff too. Also on the project is Luci Holland, composer and organiser of the Edinburgh Games Symposium and Tinderbox Project :).

I’ve stuck a little post in the Portfolio, but you can also check out the website too!