Thursday, September 18, 2014
Example video of Nexuiz play through with my sounds installed - Marcus Burney
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
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sounds and musical score seems to be out of date and lacking emotions at time.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
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.
Tuesday, July 29, 2014
Investigation of a post-1994 computer game: NBA 2K
While playing basketball in high school, watching
basketball on Television, in video games, live or even listening on the radio,
I would often dream that I could be the guy on the court, the star. Often I
would visualize my self as the person on the TV screen or sometimes the coach.
I achieved this by simply squinting my eyes; even then I think I fooled my
self. I would even call the game as the announcer. While doing play by play, I
would often add sound effects to make the audio match the visual that was in my
mind. I wanted to be apart of it in some capacity. I loved the game.
Unfortunately my dream to be a NBA star was shot down by my 5’11 build. But
luckily I can still live my dream vicariously through one of the outlets
previously mentioned, video games. The video game I am going to be discussing
is the Sega Sports/2K series NBA 2K.
Since the game made its debut in
October 17, 1999 on the Sega Dreamcast it has continue to get better in both in
graphics and sound. 2K were one of the first basketball games to use 3D
graphics with full color and sound effects. The Dreamcast sound feature was the
best around at the time. The Dreamcast was equipped with a Yamaha
AICA Sound Processor with a 32-Bit ARM7 RISC CPU
operating at 45 MHz, 64 channel PCM/ADPCM
sampler (4:1 compression), XG MIDI support and 128 step DSP. The Dreamcast has
16 MB 64-bit 100 MHz main
RAM, with this power the 2K series was rich in sound design.
The series features live play by play done actually by
television personality in that role. In the beginning stages it was done by
local radio voices. Now it is done by the likes of the best in their field like
Clark Kellogg, Steve Kerr, Bill Walton and Hanna Storm. The sound effects
themselves are Foley work or actually recordings from an actual game. The player’s
actual voices are recorded for use in post game interviews. Though in the
beginning stages all sound were not evident like small things like the
squeaking of the shoes and velocity of impact. In some version there were sync
issues. This was mostly in part due to limitations. Limitations were due to
size of the disc (DVD), type of processors and lack of technology. Now bring
the game up the date, the sound design is beautiful. The environment is interactive
while the convolution reverb is right on for each arena. The voiceover work is
clear, concise and is exactly what one would expect while at a live basketball
event or watching it on TV but heighten for the consumer’s entertainment, And
for that I am grateful. The gaming experience is just great for the basketball
enthusiast. Especially some one who had dreams like me.
The music in the earlier version was syntheses sound
produced through midi or royalty free music. The music in the game lacking but
not really missed due to the good gameplay. Now fast forward to today. I didn’t
realize how much I missed the music aspect of it. The soundtrack now is litter
with Grammy Award winners like Eminem, Jay z and Daft Punk. The clarity,
spatial aspect and numbers of sound files uses really enrich the gameplay. The
Newest versions of the series can be found on systems such as Xbox 360, Xbox
One, PlayStation 3 and PlayStation 4. Now the games are presented on Blu-Ray
dick and no longer DVD so the size of project can be larger making more room
for the sound design and it shows, Paired with the powerful sound card found in
the 7the generation systems the possibilities are endless and continue to get
better yearly.
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