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Weird weapons in games
Mr. Toots - Red Faction: Armageddon (2011)
The Dubstep Gun - Saints Row IV (2013)
Grooviton - Ratchet And Clank (2016)
Mutated Milk - Team Fortress 2 (2007)
The Cluckshot - Gears Of War 3 (2011)
The Hand Cannon - Dead Space 2 (2011)
Super Sheep - Worms: The Directors Cut (1997)
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Quixel Bridge
Quixel is a company that own mega scans of millions upon millions of assets.
Quixel Bridge allows easy transport of asses form Quixel to UE.
This lets people have easier access to models and other 3D assets.
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Project progress #4
The game has no current plot story/plot. Previously it had a story but as the project evolved the old story made less and less sense to the gameplay. I feel like its better to just not add a story now as this game will presented as a demo. The objective it to is to simply reach the last room in the game which can now be done.
Portal would be my be my biggest influence. Despite never having played the game I wanted something like it in the sense of having portals, so this make my game a puzzle game.
I didn't think I could make my own textures as I wasn't feeling too confident so I ended up using the ones already in UE.
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Project Progress #3
Here are the models made in display
Remote
Remote signal
teleporter
Bounce pad
The bounce pad ended up being unused but it remains in the contents drawer. There are two type of teleporters, they work the same but produce different sounds. The remote can shoot a signal every 2 seconds at a portal which produces the portals personal sound.
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Texture and model Libraries
I think the usage of these tools isn't unfair or cheating but rather something the developers can have easier access to. I feel like some people fear the idea of this being seen as cheap and creating a higher standard as a result but I doubt that will be the case.
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Blocktober
Metal Gear Solid 4
Grand Theft Auto
Jedi Fallen Order
Call of Duty - World War 2
God of War
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Sound's influence on player behavior
The SFX of a game are very important as it alerts them about their environment and current events. Sounds are meant to be triggers to inform the players on what's happening and what to do. Sounds in games have their meanings and messages. some might signal danger, curiosity or safety and such.
In horror/stealth games where you're being chased you might hear a sound or voice that signal you've spotted or almost were.
In most shooter games the sound of bullets signals the presence of enemies and even combat which would cause players to react by either moving away form the danger or going straight into it.
An example of this in a game would be like in fortnite where when in vicinity of a chest you can hear it's sound as you get closer. The sound gives of the felling of finding goods or treasure which causes the player to be attracted to it.
Different game genres have different sounds for different reactions from the player to influence them into doing something whether its running, hiding, looting or anything else.
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Emotional impact in games
The sound design of a games is extremely important as it can ruin the game if the music or sound effects don't fit in/ feel appropriate. Horror games supposedly would have an eerie and creepy vibe to them where an RPG would have and upbeat and adventurous soundtrack. There are many exceptions to these rules at times for different game genres as well, but that's how it goes most of the time, like when the music along with the sound effects slows down and changes tone as you progress to a more intense instance in the game. Overall however most game keep a constant tone/feeling in the soundtrack.
UNDERTALE is an RPG with a playful soundtrack. The game has an adventurous music theme for the most part as you explore the underground whilst keeping it to the theme of the area. In a snowy place like "Snowdin" the game plays Christmas like music but for a more technological place like "The Core" it has more of a digital and robotic feel to it. Both of these location's soundtracks make you feel ,like exploring the area of the game the further you go into it.
Resident Evil 7 is a horror with an eerie soundtrack. The game has creepy theme to it that stays for the whole game, sometimes there will be whole segments with no soundtrack at all. The game sometimes has areas where instead of music it has ambience where you only hear the environment around you and the noises it makes. This can be good to set up jump scares without the need of loud sounds like a thunderbolt that shows a shadow of something the player wants to avoid, instead of being loud and noisy. Use of ambience like this is common throughout the game.
These games soundtracks are extremely different in the, quality and quantity but both are made around a specific theme in the game that influences the player and how they act.
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SFX resources
Website where I get the audio from in the project
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Project progress #2
Created a remote like device meant to interact with the portals in a way that lets you find out which one is the correct one to go into.
First model in MV
Final model in UE
Sadly all records of in-between versions were lost. There were 3 other models before the final on was made.
Also created a projectile that will be shot from the device at the portals.
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Project progress #1
The model for the portals has been updated to resemble more of a door.
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Cross cultural sound design
Games tend to be the same version regardless of where in the world you buy them with just a difference in languages but there are many exceptions. A game might be given a completely different design and looks based on what countries version your looking at. An Example would be how Super Mario World. is also know as Super Mario Bros. 4 in Japan.

Design isn't the only thing that might be different with a games release in other countries as the soundtrack could be different too.
Sonic CD is an amazing sonic game that still holds up to this day. It introduced sonic to entirely new zones, mechanics, boss fights and characters with its unique story.

Sonic's depiction in the US was different at the time from the JP version, an un-arguably uglier look, but still everybody could tell the game would play the same.


However for Sonic CD the soundtrack of the US and JP version were completely different. It seems as if the US version wanted to make the OST more vibrant and cool while the JP version had a more intense soundtrack. This choice was very deliberate as even the rumored-to-be anti-piracy screen had an OST change.
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Maya tools
Add a privative shape
Extrude - pulls a face in the object
Multi cut tool - Creates more faces by slicing out areas areas
Boolean
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Cognitive processing in games
Sound cues are not all too important in most games, as a matter of fact there are a lot you could beat on mute. Guidance with sounds in very common but there are some games where the sound design in necessary for gameplay progression. Many games use sound cues as a gameplay feature where as some have is as the main feature. This mainly applies to the horror, puzzle and stealth genre of games such as...
FNAF 4
The main gameplay mechanic is too listen for breathing and footsteps to see whether its safe to check the doors. If an animatronic is approaching the door whilst your looking a it you will be able to hear them walk to it. When Chica is in the kitchen you will hear a noise telling you she's not currently nearby.
Granny 3
Granny can be distracted to come to a place where you drop an item which is in contrast to Grandpa who cant hear noises that aren't loud which means you can't control his movement as easily. Both Granny and Grandpa make noises walking, opening doors or stepping on floor creaks.
Little Nightmares 2
Throughout the game your required to either avoid being spotted by enemies or have to cause distractions as you sneak around them to the next area. When an enemies is very close or checking an area close to you the game might change the zoom to make the camera more or less focused before going back to normal.
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