Liquified Audio Productions
Corey Schroeder.
Final Reflection
During my time creating and implementing audio assets for the game Uranus Attacks, I found many new challenges and obstacles to venture through. Although this project was challenging I did enjoy what I was doing very much. The work I am proudest of during this adventure of game sound design would be the Fnoons, the reason I feel this way about this asset in particular is the simple fact that everything worked as planned the first time all of my clients enjoyed this asset I was happy with how the explosion effect worked with the painful scream of the Fnoon, everything about this asset just worked out as planned. What I learned from creating this asset will always be a useful tool for many future projects.
Throughout the creation process there were some tough challenges for me to hurdle. I found the Barnaby to be the most challenging. I started out creating this asset as planned by recording my little dog sweetheart. After finishing my first draft of the Barnaby and playing the assets variations back to make sure everything is sitting well with the way the assets sound. Something did not sound right with this asset. I took notice the Cry of pain coming from the Barnaby before the explosion sound was way too short. I could not let this go, so I just scrapped the entire Barnaby assets and remade them to make it better. The Barnaby cry of pain was longer and matched up better with the explosion sound. I was pleased with this asset in the end. So I learned it can be a good idea to start over again sometimes.
I would have to agree with some people who say that art is never done, I truly believe as long as you are working on an asset it is constantly growing like a tree. An asset that I think is the most developed today another asset may be considered the most developed tomorrow. Nonetheless in my work I believe the Vaporizer to be the most developed asset, due to the fact this went from a first draft that was good but had potential to be better due to lack of low end suggeted by my clients. I put a lot of time into getting this asset to sound the way it does now. This asset has gone through more development than the other assets and has grown to be a unique sound.
As for the asset that is least developed and could use some may get better over time and finally progress to a higher level would be the Barnaby. I did state earlier that I was happy with the sound of this audio asset. I can imagine this asset getting better. After listening to this asset over and over I think the explosion could be louder so therefore more development would only bring this asset help this asset grow.
If I could go back in time and let myself know what lies ahead, coming into this course. The advice I would give myself would be to slow down a little bit and give the audio assets more time to develope . I quickly learned sound designers need to keep moving with projects, I realize if you go too fast you may miss important information and details in a project.
I have to admit this course gave me a great workout in Pro Tools. From working in this course Project and Portfolio II, the skills I’ve learned combined with Pro Tools and its vast array of audio editing capabilities will prove useful for future projects. Many of the aspects learned in this course will carry over to other fields of audio production like creating and implementing sounds for movies as well as games. I believe that audio editing will be my bread and butter, without great editing skills any project would suffer. Another skill I’ve learned in this course that will be used in the future will be the use of plug ins and rendered effects. I like experimenting with different sounds and this course made that part of my DAW workstation skills increase by far, many future projects will definitely require effects and I will utilize these effect skillfully as well as artistically. For me this is only the beginning of this adventure. All of the Skills I’ve learned in this course will definitely be useful for years to come.