Having spent every day of the past two months plugging away at this, with no desire to stop (unhealthily so), I can safely say I’m obsessed. This project exposed my 2 major flaws when it comes to time management and working for the pleasure of working. Since it’s education, I devoted more time to this than my everyday life. Two, I got obsessed with the smallest of things and neglected the bigger picture. Having the asset list at hand really pulled me back into the frame of mind for tasks at hand. Post Production is my main area of focus, and obsession. Once I have the sounds I think I need, I’ll go straight to the studio and mash them together for hours until something I see as useful comes out. I have to rely less on post and more on recording at the source. It’ll save so much time in the long run! Enough about that though, the main goal of taking this course was to become as familiar and comfortable with Wwise as any other DAW. It seems to have worked. At least in the sense that I now look at Audio Middle-ware without total and utter confusion. Below I’ve listed a few details about the course worth mentioning.
Three areas that were good about this course are as follows;
Instructor dialogues - I found this not only extremely useful but also a nice personal touch. It felt more like a school than other online courses. Very helpful, always critical and honest. Big thanks Leonard.
Useful Tutorials - Aside from the latter nitty gritty tutorials which ended up being the most useful, putting up all the videos associated with Wwise on their own youtube channel really got me to pay attention. They really spell it out word for word.
Project Feedback - The one thing i love doing is comparing work methods with other engineers. This helped me out big time seeing the alternate ways to complete a task.
Areas of improvement
These areas are mix of both myself, and the course. They are as follows;
Time - I could have chosen a smaller level with less content, I could have used less audio, I could have even just used the audio already there and got this job done faster. The problem was I didn’t want to. I wanted to make the best original audio I could. I wanted to have the best quality, the nicest reverbs, the best sounding monsters. If the latter project had at least double the time associated with it I’m sure the quality level of projects would sky rocket.
Boundaries - Being familiar with the AkCube level already, tutors might want to suggest less in depth levels for such a time frame Maybe have a table arranged with all levels ranging from longest to shortest, most to least content etc. It might help people make a decision faster based on what they want out of the course
Nothing else Really - I had too much fun to think of any other issues.
All in all, I’d recommend this course to anyone interested in learning about audio middle ware for games, and improving SFX creation and capturing.
I enrolled in the School of Videogame Audio (SoVGA) at the start of the year to learn indepth use of the Wwise audio authoring engine. It turned out to also be the unofficial start to my spectral layers mixing and foley/SFX recording. I don’t think I’ve ever devoted so much time to making the correct sounds out of every day objects. An example, the shotgun heard in this video is in fact a large steel gate at heart, with a few extras thrown in for ferocity.The AkCube demo game provides ample room for configurations and modding the existing audio or indeed level design, model design, mechanics, everything! Below is my effort at audio implementation.
While attending BIFE, Co. Wicklow as a Sound Engineering student, I was tasked with creating advertisements for the annual radio station. It’s runs for one week during the year, with a focus on local talent and content. With that in mind, these ads are connected directly to the college as they advertise course. A big thanks to Nadia Dorcey for supply her exciting and insightful voice over from the previous year to help out.
This is partially from college, and partially from my own desire to challenge myself. The opening scene from BladeRunner has always intrigued me. It uses such a specific sounding tone to convey the future Dystopia that we should expect in years to come. A bleak world where the slums lie low, and the modern world rises high above anything that exists today. At least that’s how I see it. The plan was to redo all sounds including the music, SFX, Foley and dialog. It took longer than i expected to get past the initial stage of just what to use, and how to make it my own. The score i went with is a far cry from the original idea i had in mind, also the SFX were mostly layers vocal takes of me, mouthing the sounds as best I could. I made great use of the TAL-NoiseMaker for all electronic elements including the score, low pulses and machine noises. Matching the accents for the dialogue was tricky, but worth it in the end to get it as right as I could. I think I’ll collaborate next time if I do something bigger than this in the same vein. This size was fine going solo, but something bigger would take up way to much free time.
Another take on someone else work.. I do original stuff believe me! Just check out my company website, DeganothSD. . For this video however i wanted to challenge myself and do something with sensitive string arraignments and a moderately excited voice over. I think i did an “ok” job with the VO, more practice needed for sure. The original featured light piano work with a subtle cello leaning in towards the middle. I think the arrangements I made give the video more flow with probably a bit less delicacy. All in all, I’m happy with the result.
I stumbled across the latest competition fromPro Sound Effects and felt compelled to give it a whirl. As per the competition requirements, a collection of 5 sounds from their Rare Olympic Animals collection were to be used. I decided that a Buffalo and an Elephant would battle until the death, along with some cheeky Gibbons screaming about it. Atmosphere sounds and crunching were added form my sound library to enhance the experience.
Also, the competition is to win this new sound library! It’s extremely well featured.
From re dubbing the Valve intro Screen, I kept going and ended up with the track heard below. It’s something new for me. I’m very excited about it. I think it represents how the player feels when in a situation of overwhelming odds. Swamped, lost. Even Vacant.
I’ve always been excited about anything the software company Valve have anything to do with. My first exposure was with Half Life and it’s many additions. Looking at the box terrified my enough to begin with, and then this intro screen would appear in a most grim way. Even before the game began the mood was set. I always felt this was essential to the games success. People knew what they were getting themselves into right from the start. Having grown to know the game inside and out, I still agree with he tone of the intro screen for new players, but for seasoned veterans, I decided to make something a little more ambient.
Recently i was lucky enough to be given a project by an animation company. They set me to design an Ident Video . This is basically a moving logo for companies to put at the start or end of their productions. I was given no brief, and no boundaries to work within other than the content and time length of the video. I decided to compliment the cartoon like movement and look with sounds that accent he bulging and round edged feel from this video. For music, something light and airy was needed. To cap it off, a bustling forest sound to work with the company name.
This is the first McGalligog collection we released back in 2010. It delightfully heavy and melodic at the same time. This happens to be my music preference when it comes to live shows and walkin’ around music. Part 2 coming soon.