1/12/2024 0 Comments Free Light of Alariya![]() Sometimes the sound designer's aesthetic appreciation of sound may not be the same as the game designer's communication is the best way to solve the problem. There is no right or wrong but fit or not. ![]() This event brings me a new thought: All game assets should be maintained and kept in the same direction. The final result was obvious: there was no negotiation on the game style, and the new sound effects were unfit. ![]() But this was an independent game, and it was full of the game designer's will. If I were the third party, I should admit that it was a different view of the same sword, and it was hard to say which one was right. The experts thought the original sound assets were full of high frequency and not clean. The game designer expressed the same feeling that was similar to mine: Exaggerated sword scraped sound is the key element to support the whole game style, which is unrealistic. I invited experts and the game designer to sit down and communicate to solve the divergence. When the game designer listened to the new sound effects, he immediately told me to revise to the original version. My first impression is that the attack became very simple and lost speed feeling. After they gave back the project, I found all the sword sound effects had been replaced with some realistic metal hit sounds. I want to discuss the different understandings of the sword sound effects style from western and eastern views-this topic derived from my working experience in this project.Īt nearly the end of the project, I handed over the project to our foreign sound experts team to make the final adjustments.
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