Sound Libraries (when you don’t have time to do the recordings yourself) Location Recordings (recordings done outside the studio) Use of Sounds and Music in Computer Gamesįoley Recordings (sounds recorded in the recording studio) In my blog I explained this in more detail. And there are few different ways of how you can go about this task. The task consisted of three parts:Ī) replace existing sounds with the new ones,ī) add new additional sounds, including music, to enhance the gameplay even further and,Ĭ) adjust the levels, pitch and other parameters of the sounds so they blend together nicely (similar to mixing a tune).įirst task is most time-consuming and requires you to be very organized in your file management. My task was to create completely new sounds for the game, including ambient noises, player’s and enemies’ movement sounds, shooting and explosion noises and so on. It has one complete level of gameplay with lots of different rooms and quite a few crazy robots that want to kill you or die trying. Good level design is about executing on an idea and testing, revising, testing, revising.Out of numerous freely available demo games crafted using the Unity engine AngryBots stands out as the most exciting one to me. This is just a general idea of how it works, and really the last 3 can be done in almost any order you want. The hum of an refrigerator, the churning of hard drives in a computer room, the crackle of sparks on those broken wires that alien ripped out of the wall when he murked that dude while you watched, safely horrified behind a window made of ballistic glass (okay, that was a little much).īut seriously, I'm just pulling things out of my ass to give you some examples of what to think about when trying to make your level play well as well as being fun to walk around in. Again, just bringing making everything feel more alive and believable. The computer terminals get a faint blue ambiance, the bathroom with the bloody message gets a single flickering light for extra creepy points, the old sodium lights in your basement lab get a nice warm glow that washes everything in orange. Those cubes that were serving as your cover get replaced with props like barrels, the ceiling in one of your rooms might have a bunch of broken wires hanging around, we'll add some grisly bloody message to a wall or two. This is where we make the level seem believable and interesting for the player. We'll determine things like how tall the ceilings are in various areas, where windows might go, etc. This section is outside, this section is inside, courtyard goes here, etc. This is where you might pick the properties of each area, add in large aesthetic features such as the cliff on the side of the level in Angry Bots. You should look at some of Counter Strike's heat maps for figuring out what makes shooter levels work well. This is the functional, gameplay relevant version of the level, and has the walkable area for your character as well as functional objects such as cover and doors. Basically, you'll want to plan the entire layout of your level beforehand and then model/texture it. Other stuff with different light properties, such as the reflective floors in that level get their own texture with their own material, and so on and so forth. If you want to be efficient, stick the UVs of each model (props, walls, whatever) that can share the same material on the same texture sheet, and texture accordingly. You model all the parts of the level out by hand and put them together. Unity isn't a modeler, so you can't really use it at all to create geometry for your game.
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