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5

It depends on what you want to do. With just FMOD Studio, you can build complex events with parameter-driven effects, detailed internal signal routing, randomised elements, and internal trigger logic of a variety of different flavours. You can also mix your project, devise snapshots and sidechains to alter how it behaves under particular circumstances, and ...


3

Ask for a gameplay video showing different scenarios in game and start working on sounds on top of that video. I've found it's much easier in most cases than trying to describe things just with words. Later you can use this video to show the client how you would have implemented the sounds in game. If possible getting an unfinished version of the game could ...


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Here is a link to a 6 min you tube video on how to make this "shing" sound. I always thought of it as a sword sound effect. The guy in this video makes it from three different sounds. The first is a bass layer that he says he got by shaking a belly dancer's scarf (like http://www.ebay.com/itm/Belly-Dance-New-Chiffon-Hip-...


1

If the client is asking you to target a particular hardware, do not mix on studio monitors as your primary platform - you mix on much smaller band-limited speakers such as auratones. Only monitor and check on larger speakers to check, but your primary mix environment should target your primary final output chain.


1

I would mix the tracks on Studio Monitors, but reference it with other game Dialogs, then check on the laptop and make the proper changes. In doubt always reference. Grab 2 or 3 other tracks you like how they sound and mess with an EQ and a Compressor till you get there. Use an EQ match plugin if you need. Another tip would be to increase the lows of the ...


1

I remember, years ago, finding a little freeware program that generates 8 bit synth FX, but i can't remember what it was called. Here is a tool i found that does something similar. There seem to be quite a few options if you google something like "free 8 bit fx generator". Hope that helps!


1

It very much depends on your point of view when developing the audio for a AAA game. From a programmers point of view then yes the additional middle-ware could very well be rendered obsolete in terms of simply implementing sounds into the game or scripting things. However when mixing and implementing audio it is of great benefit to minimize the amount of ...


1

FMod runs in Unity with a simple to implement Bridge. Then there are basic C# Scripts that you can use to replace the audio in any of the free to download Unity Tutorials. Good luck.


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I always say, when in doubt supply options. I'm not sure if that will completely help your problem. But just offer lots of options when it comes to sound design elements.


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Ask them for a few (like 3) references for games they are playing that are roughly similar to the game they are making. Go play those games and make video captures. Copy some of the key sounds you think would work from the reference games. Use these copies as a starting point for your new original work. Keep in mind that everyone needs to hear the sounds in ...


1

The best advice I can give is to ask questions. As a sound designer, you are the subject matter expert when it comes to designing a sound, not the client. The client may very well not know what they want. Ask about what the purpose of the sound is. Provide feedback and ideas on how that need can be met. Listen to their responses and flush out what it is ...


1

I've been a member for around 4 or 5 years now and live in Germany but used to travel regularly to Los Angeles for business. From my experience they do offer some great events (or at least did, last one I attended was at TODD AO in Santa Monica in 2008 or 2009 I think, no idea about more recent ones) and it does connect you with people but most of these ...


1

Pinnacle College has a comprehensive game audio program http://www.pinnaclecollege.edu/video-game-sound-design-programs - A lot of schools offer just a few classes in game audio or you need to enroll in a program not totally dedicated to interactive/game audio but as an adjunct or a minor. There are also a lot of really good DIY type courses - check out ...


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I wrote a blog post on that exact topic. It's an in depth look at breaking in based on my experiences and many others that gave me tips along the way. Here is a link. Please comment on the blog if you found it helpful. It's nice to hear that the posts are making a difference :) http://www.aaronbrownsound.com/advice-how-to-break-into-the-professional-audio-...


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