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Steam News16 October 20187y ago

Robots, Horses, and Sound Synthesizers. Creating Sound for The Uncertain

Hello everybody! My name is Igor Fomichev, I'm the sound designer and composer for ComonGames studio. Today I'm going to tell you about the SFX (sound effects) creation for the Uncertain episodes.

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Full The Uncertain: Last Quiet Day update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everybody! My name is Igor Fomichev, I'm the sound designer and composer for ComonGames studio. Today I'm going to tell you about the SFX (sound effects) creation for the Uncertain episodes. I always try blur the line between the real life and the game for the players. A credible sound picture requires long and painstaking work, but it offers a great scope for controlling player's attention. A correct emphasis in a cutscene, a change in tone, or an unexpected sound effect add up to the atmosphere and allow deeper immersion into the game. Sound effects build into locations and music pieces grant a seamless transition from level ambient to the music. While working on The Uncertain, I faced a curious phenomenon. Recording sounds for a world without people turned out quite a challenge! Normally, we don't see it, but most everyday, familiar sounds are produced by humans. A door slam, an elevator ride, footsteps, muffled sounds of a heated discussion, car engines, vehicle horns... All of them are regular background sounds. We can't just switch them off without making the player uncomfortable. On the one hand, I had to fill the game with sounds without everyday noises. It surely posed certain challenges. On the other hand, I had all freedom to choose the sounds that I needed. In episode two, despite the appearance of humans, we're trying to keep the mysterious atmosphere and the feeling of loneliness. As a sound designer, I find it easier to record sounds for a human character rather than a robot. I don't know so many androids, but I've lived all my life among humans, so I'm able to identify the human sounds appropriate for this or that situation. Recording the sound of Emily's run through in the final scene was one of the most challenging tasks that I had to face while working on episode one. It took me a while to get the correct sound. I couldn't find or record the sound of footsteps on a rough terrain. Eventually we decided to use the sound of hooves. A horse shifting from hoof to hoof sounded very convincing.

What changed

0 fixes2 additions1 change0 removals
  • UI and audio
addedHello everybody! My name is Igor Fomichev, I'm the sound designer and composer for ComonGames studio. Today I'm going to tell you about the SFX (sound effects) creation for the Uncertain episodes. I always try blur the line between the real life and the game for the players. A credible sound picture requires long and painstaking work, but it offers a great scope for controlling player's attention. A correct emphasis in a cutscene, a change in tone, or an unexpected sound effect add up to the atmosphere and allow deeper immersion into the game. Sound effects build into locations and music pieces grant a seamless transition from level ambient to the music. While working on The Uncertain, I faced a curious phenomenon. Recording sounds for a world without people turned out quite a challenge! Normally, we don't see it, but most everyday, familiar sounds are produced by humans. A door slam, an elevator ride, footsteps, muffled sounds of a heated discussion, car engines, vehicle horns... All of them are regular background sounds. We can't just switch them off without making the player uncomfortable. On the one hand, I had to fill the game with sounds without everyday noises. It surely posed certain challenges. On the other hand, I had all freedom to choose the sounds that I needed. In episode two, despite the appearance of humans, we're trying to keep the mysterious atmosphere and the feeling of loneliness. As a sound designer, I find it easier to record sounds for a human character rather than a robot. I don't know so many androids, but I've lived all my life among humans, so I'm able to identify the human sounds appropriate for this or that situation. Recording the sound of Emily's run through in the final scene was one of the most challenging tasks that I had to face while working on episode one. It took me a while to get the correct sound. I couldn't find or record the sound of footsteps on a rough terrain. Eventually we decided to use the sound of hooves. A horse shifting from hoof to hoof sounded very convincing.
changedGame event sounds are important. Environmental synth sounds that accompany character's expression of emotions are nonetheless important. This is where I could give my fancy full scope! I only had to clearly spell the sounds, make them easily perceptible, and keep them in a uniform game style. The protagonist is a curious young girl. She picks up a lot of items to examine, study, and put back—and I expect recording a lot of relevant sounds. This is exactly what the actress who played Emily in the Kickstarter video did. She picked up and examined almost all items on the scene. The original version contained over a hundred sound effects: all kinds of light switches, rustling paper of books, newspapers, and leaflets, buzzing projectors, and other stuff she grabbed hold of during the shoot. I can re-use all these effects in the game, but I still need to find or record tons of other sounds.
addedI will pay special attention to our old friends, robots, in the second episode. This time, we're able to record elaborate sound effects for machinery, gearwheels, and hinges. They are occasional sounds, so they won't be an awful bore to the players. More sound puzzles await the players in the episode two. They are now clearer and easier. We're also introducing something new for you! It's a secret, but here's a hint: it's in my wheelhouse, and it

The Uncertain: Last Quiet Day changes

addedHello everybody! My name is Igor Fomichev, I'm the sound designer and composer for ComonGames studio. Today I'm going to tell you about the SFX (sound effects) creation for the Uncertain episodes. I always try blur the line between the real life and the game for the players. A credible sound picture requires long and painstaking work, but it offers a great scope for controlling player's attention. A correct emphasis in a cutscene, a change in tone, or an unexpected sound effect add up to the atmosphere and allow deeper immersion into the game. Sound effects build into locations and music pieces grant a seamless transition from level ambient to the music. While working on The Uncertain, I faced a curious phenomenon. Recording sounds for a world without people turned out quite a challenge! Normally, we don't see it, but most everyday, familiar sounds are produced by humans. A door slam, an elevator ride, footsteps, muffled sounds of a heated discussion, car engines, vehicle horns... All of them are regular background sounds. We can't just switch them off without making the player uncomfortable. On the one hand, I had to fill the game with sounds without everyday noises. It surely posed certain challenges. On the other hand, I had all freedom to choose the sounds that I needed. In episode two, despite the appearance of humans, we're trying to keep the mysterious atmosphere and the feeling of loneliness. As a sound designer, I find it easier to record sounds for a human character rather than a robot. I don't know so many androids, but I've lived all my life among humans, so I'm able to identify the human sounds appropriate for this or that situation. Recording the sound of Emily's run through in the final scene was one of the most challenging tasks that I had to face while working on episode one. It took me a while to get the correct sound. I couldn't find or record the sound of footsteps on a rough terrain. Eventually we decided to use the sound of hooves. A horse shifting from hoof to hoof sounded very convincing.
changedGame event sounds are important. Environmental synth sounds that accompany character's expression of emotions are nonetheless important. This is where I could give my fancy full scope! I only had to clearly spell the sounds, make them easily perceptible, and keep them in a uniform game style. The protagonist is a curious young girl. She picks up a lot of items to examine, study, and put back—and I expect recording a lot of relevant sounds. This is exactly what the actress who played Emily in the Kickstarter video did. She picked up and examined almost all items on the scene. The original version contained over a hundred sound effects: all kinds of light switches, rustling paper of books, newspapers, and leaflets, buzzing projectors, and other stuff she grabbed hold of during the shoot. I can re-use all these effects in the game, but I still need to find or record tons of other sounds.
addedI will pay special attention to our old friends, robots, in the second episode. This time, we're able to record elaborate sound effects for machinery, gearwheels, and hinges. They are occasional sounds, so they won't be an awful bore to the players. More sound puzzles await the players in the episode two. They are now clearer and easier. We're also introducing something new for you! It's a secret, but here's a hint: it's in my wheelhouse, and it

Game event sounds are important. Environmental synth sounds that accompany character's expression of emotions are nonetheless important. This is where I could give my fancy full scope! I only had to clearly spell the sounds, make them easily perceptible, and keep them in a uniform game style. The protagonist is a curious young girl. She picks up a lot of items to examine, study, and put back—and I expect recording a lot of relevant sounds. This is exactly what the actress who played Emily in the Kickstarter video did. She picked up and examined almost all items on the scene. The original version contained over a hundred sound effects: all kinds of light switches, rustling paper of books, newspapers, and leaflets, buzzing projectors, and other stuff she grabbed hold of during the shoot. I can re-use all these effects in the game, but I still need to find or record tons of other sounds.

I will pay special attention to our old friends, robots, in the second episode. This time, we're able to record elaborate sound effects for machinery, gearwheels, and hinges. They are occasional sounds, so they won't be an awful bore to the players. More sound puzzles await the players in the episode two. They are now clearer and easier. We're also introducing something new for you! It's a secret, but here's a hint: it's in my wheelhouse, and it

Source

Steam News / 16 October 2018

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