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          Creation Process

               Creating audio assets for Uranus Attacks was a fun and challenging experience.

Below are samples of audio assets created for this two level platform game.

    For the engine I recorded the sound of my cars motor running with a zoom H5. Using Pro Tools I created a seemless loop then used the Pro Tools Air Phaser and Pro Tools EQ 7 to achieve the spaceship engine sound. The first draft of this audio asset the sound source was an electric toothbrush. I really liked the sound. My Peers and instructor suggested that the engine had too much high end sound and needed more low end power. my instructor recomended using another sound source. So I did just that and it worked well for the ship engine audio asset.

Engine - Corey Schroeder
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     Planet Kraktoh, comming up with am idea for Planet Kraktoh was an easy decision. I envisioned a cold wasteland of a Planet and this running water worked out nicely to aid in creating this ambience. Recorded with the Zoom H5. The low rumbling sound was produced by useing the Time Compression tool (TCE) after that Normalize and EQ 7 was rendered then created a seemless loop with crossfades. My first draft was in fact time streched too far and my instructor suggested I redo this asset with less of a time stretch and as you can hear it was a great suggestion. 

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Planet 01 - Corey Schroeder
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 The Barnaby, this audio asset was created by recording my dog Sweetheart barking with the Zoom H5. I wanted to capture her voice because she has unique sound when she barks. She kind barks with a little howl at the end, almost like she is trrying to speak. The process of bringing her voice to life as a Barnaby in the Uranus Attacks project, first I cut out the three variations of her voice that I thought that would work the best for this project. After that was done I would time stretch the clips to two seconds with the TCE tool, this made her voice a little deeper, Each clip was topped and tailed. The explosion effect was created by using Air Lo-Fi plug with drawn automation on the sample rate. My peers suggest this sound offered a convincing cry of pain to help bring more exitement to the game Uranus Attacks. also my instructor enjoyed the sound so there was no reason to change anything in this audio asset.

Barnaby 01 - Corey Schroeder
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Barnaby 02 - Corey Schroeder
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For the Vaporizer I recorded a power drill with the zoom H5. This asset was edited in Pro Tool utilizing a small fade in the beginning and at the end of the audio clip. Pro Tools effects used were air frequency shifter, Maxim and drawn automation to achieve this sound. For this asset my goal was to get a Pressurized squirting sound for the ships vaporizer. This asset was inspired by classic si fi UFO films and modern UFO video games. The first draft of this was too thin and lacked power, My Peers and instructor suggested cutting the high end and increasing the bass and thats exactly what I did to get this sound complete.

Vaporizer - Corey Schroeder
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     Planet Dkuk, a table saw compliments of my friend Dustin who was kind enough to let me record on of his tools. I have to say a table saw can produce a great foundation for an ambience loop. Recorded with the zoom H5 this asset was fun to work on. For this asset the TCE tool was use to slow down and lower the tone of the Table saw. Air Vintage Filter plug in was used to help represent a hot firey Planet Dkuk. Like Planet Kraktoh in the first draft I overstretched the time compression. I made did make some corrections. Instructor Pinsky suggested to time stretch this asset less and he noticed a pop in his DAW that was not present in mine. It was suggested by my instructor to bounce the track in place and it worked. The pop was caused by having the Vintage filter plugged in while bounceing the wav file causing a problem with my loop. So this was a good lesson in problem solving.

Planet 02 - Corey Schroeder
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The Fnoons in the game are creature that resemble humanoid pigs getting vaporized. and I needed a scary sound to show that the creature was in serious pain. The sourse of the Fnoon asset was a wav called chicken hen house clucks used from westarmusic,com free sound library. In Pro Tools I cut out three variation clips of the loud Cluck sounds and Used the TCE Tool to stretch each asset to two sec's, top and tailed each clip inserted air low fi and drawn in automation to get the explosion sound at the end. These assets went over well with my peers and instructor they did not want me to change anything. 

Fnoon 01 - Corey Schroeder
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Fnoon 02 - Corey Schroeder
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Fnoon 03 - Corey Schroeder
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Barnaby 03 - Corey Schroeder
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Tel In - Corey Schroeder
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    Tel In/Tel Out This asset was inspired by sound desighner David Farmer. While viewing one of his youtube video's regarding what  sound desighners do he mentioned capturing the sound of a toilet flush. I thought this would be great for my teleport sound asset so I decided to give this a try and it worked.  

Tel Out - Corey Schroeder
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    To create this asset I recorded a toilet bowl while flushing it with a zoom h5. This asset was edited in Pro Tools, I trimmed the middle of the flush sound out, than attach the beginning and ending of the flush together making sure that the transition is clean creating a crossfade.   this asset was Topped and Tailed After that inserts Air Phaser and dynamic delay were added to help create a teleport sound. To create teleport out I used the same asset reversed.

This audio asset worked the first time and my Peers and instructor gave approval of the first draft. 

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