Finding and Designing the right Sound (Digital Prototype)
After the lecture with the sounds, I really got inspired to make some kick-ass sounds for the game, now with the mechanics already being very simple it’s just a case of incorporating more interaction in the game or a least more feedback to player to “complete” the experience.
So how do I enhance this I had to start thinking what would be essential to creating the ambience of the game or making it more believable. What sounds did I need?
Movement sounds - how the player will make the steps sounds in the game
Jumping Sounds - Considering the player will be jumping around the map, there should be a sound to signify the impact of the jump
An enemy death sound - a sound should play to give notification to the player that the virus is died or one part of it is dead, it shouldn’t just be visual representation either.
And finally a backing track- some music to give the atmosphere of where you are
Another note is creating the correct type of sounds for the game, where the player will inside the bloodstream so I really have to consider sounds that can be best described as “gooey, fleshy and moist”
Now with all of this information I’ve had to take some water like sounds which I was able to find, but again I also am the guy who likes to transform anything whenever I can. To do any of these edits I used FL Studio and Audacity and below will be a slideshow of some of the edits I made and how I did them
Here are the sound if you want to give them a listen, they are very short and I’ve even organised them into sections to make it easier, plus they are also labelled
Shooting Sounds 1-4
When designing the sound, I have to think how a White Blood Cell would shoot an Antibody out of it’s inner material, shooting would mean a gun sound, but because it’s inside the body it needs to sounds like a mix between a rapid burst and liquid sound. How will this work, by blending those sounds together. Luckily I already possessed a gunshot sound in my music library which has the rapid sound and I managed to also find a squishy-like sound in there too.
I also layered the sounds together alongside water gun sound effect I found on Youtube which I stated in one of my previous posts, if you haven’t seen it, check out the previous post. I also made more than one to keep it feeling dynamic and less generic for the tone of the experience. There’s a big variation of gooey sounds so I wanted to emulate that
Walking Sounds 1-3
I found this link to be helpful I decided to manipulate the sounds I got from here, effectively I made more than one sound again to make the game seem more dynamic then it actually is.
Link to original sound: https://soundbible.com/789-Cartoon-Walking.html
Jump Sound
With the jump sound, I wanted to make it fairly simple, but then it has to be a distinctive sound for jumping so the player knows that sound is caused by jumping. That sound defines the action. Cleverly, because I thought that walking is associated with the ground and jumping is associated with the sky, I took it as a decision to reverse the sound of one of the walking sounds, and adding a little reverb to make it so the player is jumping off a fleshy, moist surface.
And this is the result:
Enemy Death Sound
Finally the enemy death sound I actually recorded myself doing very silly noises, but it really doesn’t sound like it. I mixed a subtle roar and layered whilst also incorporate sounds that are small outbursts of almost sounding like “fart” sounds. I did say almost not completely, but this is the end result: