Game Cut Scene | Hyper Vital
Unreal Engine 4 |
MY CONTRIBUTION This piece was rendered with Sequencer in Unreal Engine 4. I worked closely with the Animator to ensure the tone and direction of the scene was consistent with the intended design. I gathered my audio resources while the first and secondary animations were in process.
As the animation went into finalization I began scoring the scene from “Work In Progress” renders. Once my work was green-lit, the audio asset was delivered for the final rendering with Sequencer. |
Audio Materials
FINAL THOUGHTS I’m a sucker for creature effects and knew exactly what the game’s creature would sound like when I saw it for the first time. I lovingly nicknamed him “salad cat” because of the raw Foley. Needless to say, we had a lot of fun with it.
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Sound Effects Demo | Hyper Vital
Unreal Engine 4 |
My contribution I absolutely loved diving into the project’s blueprints and wading through the programmer’s blueprint pasta. The game’s logic was inconsistently implemented at times and I’m glad I really enjoy engine side implementation.
It got to the point where I’d recognize every programmer’s contribution. I’d pop in, add the audio functionality, and comment in “lime puke green” so that everyone knew I’d been there. |
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final thoughts This project gave me the time and range I needed to go beyond bare minimum implementation where previous projects had not. I got to add in the finer, juicy cues.
My favorite audio cues were the projectile cues. It’s satisfying when bullets whoosh by or when the player gets hit. I even added wind racing when Motor swings or falls at max velocity. I also love when the player picks up little energy orbs. |
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AUDIO MATERIALS
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