Age Of Salvation is a real time, browser based, sci-fi themed military stringy game. A fast paced, game of tactics and resource management, that allows real time unit deployment and live battles between multiple opens. Advanced network integration allows players to join their friends in daring raids, or rush to their aid as reinforcements during live battles. The future of war is here. Build the ultimate military base, upgrade your defenses, train an army, discover new technologies and battle for global domination.
Challenge #3 – We had $300 budget to spend on licensing sound effects (If needed). Before starting a project in my opinion it’s always better to just go ahead and bolster your pre existing sound libraries. I’m a true believer in the more source sound effects you have to work with the better. More options you will have “Yoda Voice”. So looking over the spread sheet of sound details/requirements needed for the game, I noticed it required a lot of futuristic weapons and vehicle sounds such as tanks, hover crafts, space ships, cannons, lasers, machine guns, electrical discharges, sonic blasts, destroyed buildings, etc. At the time I had very little experience and knowledge creating such sounds from scratch. I didn’t want that to hold me back from creating my own sounds though. So I did some googling, read blogs, tried to gain as much knowledge as possible then I jumped right into field recording big hits, slams on different materials, lots of household source material, and motors among other things.. During my recording sessions I would focus on listening for unique tones, frequencies, and envisioned how these sounds might be processed and edited together when it became time to sound design back in the ole shop. I wanted the game’s audio to be elite, addictive, exciting, original and in general to give an indie game a AAA title sound. So After collecting source to the best of my ability and with what little gear I had, I proceeded to search online marketplaces for sound libraries to help boost production value for the specific areas I was lacking in.
Take Away – Purchase libraries if it will help production value. Field Record your own sound effects to collect source as much as possible, it’s crazy how useful organic source is. When recording listen and focus on unique textures, tones, and frequencies. Visualize how your recordings will be edited in post.
I usually believe that a good artist should be given a lot of freedom in his art, that’s why I like working with David and Collin.I let them do what they thought was best and gave them as much freedom as possible. I created another version of the game so it was easier to edit the sounds to see the result in the test version of the game. I gave it to Collin with a configuration file and he created and tested like 10 different sound effects for every sound effect in the game (almost 1000 sound effects!) They were highly professional and high quality. Every few days we would go over his workflow, to tell him which I liked best, it always was the sound effect that Collin selected.
Rumblings from the Studio at Epic Stock MediaRumblings from the Studio is a blog about royalty free sound and digital media products. We talk about sound effects, plugins, samples, SFX, video and the technology around creating and using these in media productions. We write about creating royalty free products that change the way you hear and see audio in games, films, TV, performances etc. Take a look around and thanks for reading.
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