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Category Archive for: ‘Sound Design’

Newgarden Feature: Hit Feedback Sounds

The Newgarden build is here, and it brings a neat improvement in the audio department: hit feedback sounds to let you know when you have succesfully wounded an enemy. Actually, it’s a little bit more than just new sound effects.

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Newgarden Feature: New Gunshot Sounds

In the Manstein build we had begun updating the gunshot sound effects with cool new stereo sounds. This affected only some of the weapons. With the coming Newgarden build, all the remaining guns get a new roar!

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Manstein Feature: New Sounds

That’s right, cool new sounds! Sure, graphics may be the most immediately noticeable aspect of video games (ever wondered why they’re not called “audio games”?), but most players will agree that sound plays a huge role in creating a truly immersive environment. A squadron of Messerschmitts wouldn’t be quite as scary without the roar of engines and the whistling of bombs dropping over your head. The reflex to duck behind cover comes much quicker when you can hear loud gunfire crackling from a nearby window, and bullets ricocheting way too close for your taste.

In the coming Manstein build we will bring you more of this adrenaline-inducing audio assault, with new stereo gunshot effects and new armor model impact sounds.

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Creating Sounds – Equipment Should Not Steal Your Focus

When I first started to create music and sound effects in the late 1980s I only had a very limited amount of equipment. Well actually the only thing I had was an Amiga 500 computer to begin with. I was pretty happy with it and I was quite excited to have a computer where I was able to create music and sound effects.

My first audio equipment

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Suspension Work

Some time ago when I was working on the sounds for the suspension on some of the vehicle I felt that something was wrong, somehow it did not sound the way it should. I tried to tweak and adjust the sounds and it did get better but still something sounded off-beat. Having other tasks I decided to leave it as-is and get back to it at a later point. jeepsuspension_fullyextended Suspension fully extended.

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The First Sound for the Strategy Game

To give you an idea of the process of creating the first sound for the strategy game I have created this short video.

The sound in question is an indication for when one of your assault teams engages the enemy.

  1. I think of this sound as one that needs to grab you attention and inform you that something important is happening. To achieve this I have used a deep impact sound with some metal sound on top.

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Another Day at the Office

Getting Ready

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[6:19 AM] The alarm clock tells me it is time to get up. I disagree but get out of bed anyway.
[6:50 AM] My wife leaves for work and before I wake up the kids I quickly check my mails.
[6:55 AM] Time to wake up the kids. The young ones should be easy to get out of bed today as they both have activities at school and kindergarten that they look forward to. Their older brother is struggling but manages to get out of bed too
[7:45 AM] Taking the young ones to school and kindergarten.
[8:10 AM] I find a seat on the train and begin working. Yesterday at work I created some sounds for Reto.Colding’s swimming animations that I am not quite pleased with. I need to find some better sounding source material in my sound library. I should be able to do that within the next half-an-hour that the train ride lasts.

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The Sound of Explosions

Explosions are of course an important part of our game so we need to have many different sounding explosions. When you play the game you will learn to distinguish between the different explosions and it will help you decide whether you should run, take cover or stay and fight.

In the video blog below you can hear examples of many different explosions that are currently in the game. Please bear in mind that what you see and hear is a game in alpha-stage, it is not the final game.

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