Thank you.
Please comment on music and sound design
Hello All, I have posted a short clip of music and sound design for a game called DR ZORG, in development for PS3. I welcome any comments.
Angelo PanettaPanetta Studios
Very impressive!
The music is good and fits the visuals well, with a mix of classical instrumentation and futuristic electronica.
The only minor issues that struck me were:
- The background music needs to go a tad lower in the mix so it's more of a "suggestion" of sound rather than a consistent element.
- Likewise, the footsteps could go down in the mix a little to make them less noticeable (consider that the camera is based a good few feet away and thus the sounds would be dulled a little).
- When the character draws his gun to aim, I would suggest using the natural sound of his gear and clothing moving than having an artificial sound. I can imagine a higher frequency sound like the one you're using could get a little wearying on the ears after a long session playing.
One suggestion I would make would be to rejig the music a little and make it slightly context-sensitive (if your game framework allows for that). A scene like the one shown in the demo would have a very skeletal, ambient soundtrack to reflect the space. When action kicks in you can go for broke with the music you've got already. This technique helps to rouse the player during action sequences due to the sonic contrast against the quieter stages.
All in all though, top stuff!
The music is good and fits the visuals well, with a mix of classical instrumentation and futuristic electronica.
The only minor issues that struck me were:
- The background music needs to go a tad lower in the mix so it's more of a "suggestion" of sound rather than a consistent element.
- Likewise, the footsteps could go down in the mix a little to make them less noticeable (consider that the camera is based a good few feet away and thus the sounds would be dulled a little).
- When the character draws his gun to aim, I would suggest using the natural sound of his gear and clothing moving than having an artificial sound. I can imagine a higher frequency sound like the one you're using could get a little wearying on the ears after a long session playing.
One suggestion I would make would be to rejig the music a little and make it slightly context-sensitive (if your game framework allows for that). A scene like the one shown in the demo would have a very skeletal, ambient soundtrack to reflect the space. When action kicks in you can go for broke with the music you've got already. This technique helps to rouse the player during action sequences due to the sonic contrast against the quieter stages.
All in all though, top stuff!
Thank you StauntonLick, Excellent feedback. I would love to do some rejiging. I've discussed this with the programing team for the future. Thank you for all your suggestions, very helpful.
Angelo PanettaPanetta Studios
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