Thursday, September 18, 2014

Example video of Nexuiz play through with my sounds installed - Marcus Burney

Here is a example of my Nexuiz video along with my original sound installed. The video is 1 minute and thirty seconds. Enjoy

Post 4 sound effects for Nexuiz

Four Sound Effects for Nexuiz

In the game Nexuiz, I have chose to replace 160 sounds including Music, miscellaneous sound, domination sound, weather sounds and weapons. Here are a example of four of my sound.

Ambient_07.ogg
 https://drive.google.com/file/d/0B7B0oJ3gEfYUeDhwakVSNkVta3c/edit?usp=sharing

air.ogg
https://drive.google.com/file/d/0B7B0oJ3gEfYUU0xnU0F5TTJuYzA/edit?usp=sharing

rain.ogg
https://drive.google.com/file/d/0B7B0oJ3gEfYUdUJCVlJiRDJvRVU/edit?usp=sharing

claim.wav
https://drive.google.com/file/d/0B7B0oJ3gEfYUUUd4UDNaMjZCS00/edit?usp=sharing


Sunday, August 31, 2014

Nexuiz Audio Replacement



Nexuiz - Intro Replacement


When Playing the game, Nexuiz, the game play is solid but the sounds and musical score seems to be out of date and lacking emotions at time. In order to make the game sound more up to date I started with the changing of the intro track named brokenlight.ogg.

This music track definitely serves its purpose. The music lends toward the notion that battle is about to pursue. I can hear the direction of the piece but it lacks emotion. The emotion of “sure I’m going to war but I will return victorious” is not there. The track I used to replace the lead in music is titled “Triumphant Valor” I found the track on FirstCom. The track is bass heavy with progression to show intensity. The drums seem to count at a marcher’s cadence, which again says war. The bells symbolize death then the progression of the drums says this  “but this not the end”

I plan to replace all the music tracks in order to bring it up to date and to add more emotion to the game it self.

Sunday, August 24, 2014

TitanFall Cut Scene


TitanFall Cut Scene

     I chose to make a observation of the cut scenes in the Respawn released title TitanFall. TitanFall is a First Person Shooter but with a slight curve. The twist, of course, is that you're playing as an very athletic pilot on the space frontier, with the ability to cloak, the ablility to double-jump- triple jump, up to two stories high thanks to your jet-boosted belt and run along walls and jump a top four story high Titan, mocking gravity as you go. You also have access to the fore mentioned Titan, a hulking armored robot that turns you from vulnerable foot soldier to towering battlefield menace with the ability to mow down opponents and buildings alike.             
     One important aspect of the games story line is the cut scene. The cut scenes in TitanFall are very intricate and dynamics. The cut scenes are filled with battle sounds such as helicopters, war generals, commanders, gunfire, and your Titan’s voice, all better to guide you through the game. The cut scenes are littered with interactive dialogue, which can serve as a mini game and/or support during your mission. Here are some of the cut scenes from the game.









Wednesday, August 20, 2014

Hi-Rez Studios



Hi-Rez Studios
 



I have chose to research Hi-REZ studio. Hi-REZ Studio is located just outside of Atlanta, GA. The crews of employees are educated professionals in their fields, with talents vasting from graphic design, animation, and sound design to name a few. The compound houses 100 to 150 employees. The audio team is made up about 10 to 15 people. This group, along with all others, is very important in the process of being great in their field of video games development. A team I aspire to be apart of.
Hi-Rez Studio was founded in 2005 to create extraordinary online interactive entertainment. As years have passed and they have progressed now they are one of the largest video game studios in the Southeast United States. In 2010, they released the squad-based Shooter-MMO Global Agenda. In April 2012, they released the critically acclaimed Tribes: Ascend, billed as the World’s Fastest Shooter. They are currently developing the 3D action MOBA game SMITE.

Sunday, August 17, 2014

Rainbow Engine


Marcus Burney

Lab 4 Rainbow Engine

August 11, 2014



Rainbow Engine

Developer - Tommy Nguyen

Licensing Name: MT

Price – Unspecified

Source code included : Yes


Supported Features - Rainbow

Features

Platforms
Android – Android Phones and Google devices
iOS – Apple Based products ex. IPhone, Ipad, etc.
Linux systems
Mac OS X Windows – Cross platform compatibility

Audio on Rainbow
Implemented on top of Open AL and Open SL ES (Android devices-only). Support for the following formats:
Android: Any format supported by Android’s Open SL ES
Linux/Mac OS X/Windows: Uses Ogg Vorbis files for audio
iOS/Mac OS X

Graphics Card used on Rainbow
Uses mostly OpenGL ES 2.0 compatible features:
Shaders
Sprites-based rendering with implicit batching
Text rendering (supports TrueType and OpenType through FreeType)
Texture atlas (PNG and PVRTC)

Input used within Rainbow

Accelerometer (Android and iOS)
Keyboard and mouse (Linux/Mac OS X/Windows)
Microphone (Android and iOS)
Touch (Android and iOS)
 
Others features within Rainbow
Lua scripting language with debugging console and hot reloading
Physics (Box2D)
Scene graph
TestFlight integration

Thursday, July 31, 2014

Machinarium - Game and Sound design



Machinarium


 
Machinarium is a puzzle point-and-click adventure game developed by Amanita Design. It was released on 16 October 2009 for Microsoft Windows on 8 September 2011 for iPad on 21 November 2011 for BlackBerry, on 10 May 2012 for Android Systems on 6 September 2012 on PlayStation 3 in Europe.
The goal of the puzzle point-and-click adventure game, Machinarium is to solve a sequence of brain teasers and puzzles. The puzzles are linked together by an over world consisting of a traditional "point and click" adventure story. The over world’s most radical rule is that only objects within the player character's direct reach can be clicked on, for use or for storage.
Machinarium employs a dual hint system. Once per level, the player can receive a hint, through completing a mini game. The mini-game is challenging. Adding another dimension to the puzzling game play. Machinarium also comes with a walk through. The walkthrough can be accessed at any time by playing by also playing a type of mini game. As with dialogue, the walkthrough is not in written or spoken form, but instead a series of sketches describing the puzzle at the moment and its solution. However, the walkthrough only reveals what must be done in that area, and not how that puzzle relates to the game chronology.
Machinarium contains no dialogue, spoken or written, except for a chant like voice coming to life ever so often. Really adds a dimension to be lost, puzzled. Separately from a few tutorial prompts on the first screen, is null of understandable language period. The game instead uses a system of animated thought bubbles. Easter eggs of “ah-ha” and interactive back story. Idling in certain areas can only reveal scenes in the same format.
The soundtrack for the video game Machinarium was written, composed, mixed and produced by Floex, alias Tomáš Dvořák for Amanita Design. The video game soundtrack was released on October 21, 2009 in digital format (mp3 and flac), on February 27, 2010 on vinyl LP and on March 5, 2010 on CD (as part of Collector's Edition of the game). The album includes 14 tracks. Sound effects are of those found in a junkyard but fit in the environment. The sounds are staged and seems to only have one sound per item no matter how may time you press it. The music sounds good and changes through out the game. Overall the game is puzzling, challenging and fun. Figuring out what does what and the sound it makes make for a great environment.