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  • 1. SOUND DEMO FOR CONCEPT GAME

2. ISAAC FRANKEL WILL NUNESNICK COWSERT RYAN LEYBA 3. SETTING UP 4. FOOTSTEPS 5. W/ OUT SHOES 6. GETTING DIRECTIONS 7. FOR THEIR FIGHTING SOUNDS 8. THEN MORE OF US ENTERED THE STUDIO TO RECORD VARIOUSVOCAL AND LIQUID NOISES 9. LOTS OF INAPPROPRIATE JOKES RESULTEDFROM THE DIRECTIONS GIVEN TRYING TO FINDTHE RIGHT VOCAL SOUNDS 10. BUT WE ALL GOT TO MAKE PUKING SOUNDS,WHICH WAS REALLY FUN 11. ALTHOUGH WILLS STOLE THE SHOW 12. CLEANUP 13. After the project was finished, we received the following email fromBrandon Higgins, the sound student who helped us accomplish out goal:"I just wanted to tell you guys that you did great today. Believe or not, itwas actually one of the smoother Foley sessions Ive done so far and we accomplished more than expected. I really like the enthusiasm of your group and the willingness to work. If you guys keep up that work ethicyoull do just fine in this business." 14. CONCEPT ART 15. THE PREMISE These sounds are intended to serve as a proof of concept demo, exemplifying what a brief snippet of game audio mightsound like, given the below in-game scenario The player is running from a high-altitude forest environmentinto a cave. After walking deeper into the cave, pounding andbreathing sounds can be heard coming from a coffin. A sickly,zombie-like person breaks out of the coffin, its fingernailsripping off as it tears its way out of solid wood to attack the player. It flops onto the floor and pukes as it drags itself towards the player. The player runs away and wrenches awooden beam from the wall and after a brief struggle uses it tocave in the creatures skull. He then walks deeper into the cave. 16. This version of PowerPoint does not allow soundfiles as long as our final piece to be attached.Please open up the Cross Disc. Sound Demo02.wav located on my desktop. The class may alsobenefit from the visuals being unplugged, as this is a purely auditory product.Along the way, feel free to view our proposals,already open behind this window.