Today, Cameron – the groups sound/Foley artist – and I discussed the varying levels of importance each sound has within each area of our game/demo, creating a list of locations that need to have sound in order to make the game/demo more immersive.
Last time Cameron and I discussed sounds, we wrote a list together – each location was a heading with subsequent sound ideas coming underneath them, consequently Cameron knows all of the sounds he needs to record but however doesn’t know which to produce first.
Since this picture has been taken, there has been a revised version of the list:
1. Plaza/General street sounds
2. Market Place
3. Thrift Store
4. Café/Dance Club
5. Player Home
6. Fast Food Shop
7. Train Station
8. Warehouse
9. Sewer
The scale of this list goes from one to nine, with one being crucial and nine being the least concern.
We discussed that the importance of these location sounds needs to tie in with the importance of the locations themselves, with the player spending the most time within the plaza - that takes top priority, with the list descending in order of estimated time the player will spend there. Due to our game only being a demo and therefore not taking place in all possible locations, number seven and downwards will not be included within our demo, therefore take least priority over the others location sounds.
With this discussed Cameron will now go on to record and develop the sounds needed, therefore this session was highly successful in helping him decide which sounds were most important to record. In the future, I would focus on developing this list with the overall sounds list, to prevent this problem from arising in the future.
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