Senior Capstone 4: Designing Death
The dramatic title is mostly there just to grab attention, but it isn't entirely wrong. This week I learned more of the challenges with sound design, and that's intent. It seemed relatively easy to do a lot of sounds. Sure, there were a ton of them, but each one individually shouldn't take too long, and for a lot of them that was the case. But when it comes to "core" sounds, sounds that to me define the style and palate of a project, those were a lot more difficult. Case and point, the death sound. In celeste, you die. A lot. So the sound that plays when that happens needs to be both snappy, convey the message of trying again, and is not exhausting on the ears when heard over and over and over, and thats hard. I think I've spent hours on this one sound alone, redoing it a few times and cannot find a version I'm satisfied with, and some of the other more complicated sounds have similar stories. I guess I underestimated how difficult conveying intent could be with complex sounds like this. Other than that though, It's just been a lot of synthesizer work this week.


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