Game Audio Production Plan

Working title: “Project Blob”

AUS220 (Studio 2)

Jolon Silk

Scope

Project Brief:

        My task for this project will be the recording and production of sound effects and composition assets for a video game tentatively called “Project Blob”.

Link to game team’s project proposal: http://docs.google.com/a/student.sae.edu.au/document/d/1wQNFD0DJCtR1r3GGw9wRX4PusTglHV25WtCY1lEJvGM/edit?usp=sharing 

Deliverable(s):

        The assets include 13 sound effects and 4 compositions. One composition for each different in-game season (Summer, Autumn, Winter & Spring).

Milestones

#

Milestone

Start

Finish

Pre-Requisite

?

1

Planning Complete

Week 9

End of Week 9

n/a

Y

2

Rough Core Assets

Week 9

End of Wk 9

M1

Y

3

Graybox Testing (Game Team)

Start of Week 10

n/a

Y

4

Assets Complete & Delivered

Week 9

Start of Week 11

M1, M2

Y

5

Game Exhibition (Game Team)

Week 12

n/a

M3, M4

Y


Asset List

Sound

Description

Filenames

Rec. Date

Due

Slime - Movement (General) (CORE)

‘Squishy’ sound effects that signify actions such as movement, jumping (& landing), and death sounds.

  • MOVEMENT_LOOP.wav

7/4

10/4

Slime - Movement (Leaf Crunches & Snow/Ice)

For movement, a low, continual squishy sound. We are aiming for a moist kind of noise, not wet.

  • MOVEMENT_LEAVES_LOOP.wav
  • MOVEMENT_SNOW_LOOP.wav

10/4

17/4

Slime - Jumping  (CORE)

The death sound this needs to be impactful, whether that’s a super gross squishing noise, or a tiny scream, or a combination of both.

  • JUMP_(x).wav (x  = variation no.)

7/4

10/4

Slime - Jumping (Snow)

Movement in the Autumn season stage should feel more ‘leafy’.

  • JUMP_SNOW.wav

10/4

17/4

Slime - Landing

Jumping in the snow will be less of a squishing sound. Cold = less squishies. Like a “puuoof” sound (can’t find an example).

  • LAND_(x).wav

7/4

17/4

Slime - Landing (Snow)

  • LAND_SNOW.wav

10/4

17/4

Slime - Death  (CORE)

  • DEATH_(x).wav

7/4

10/4

Slime Command - Call-To  (CORE)

Two high-pitched sounding voice commands - one with a happy, beckoning tone (ie. a whistle) for a ‘call’ command, and another more forceful tone signifying a ‘stay’ command.

  • CALL_(x).wav

7/4

10/4

Slime Command - Stay  (CORE)

  • STOP_(x).wav

7/4

10/4

Misc. Slime  ‘Character’ noises.

Cutesy little noises for the blobs to fill the scene with character. Similar noises to the “call to” and “stay” noises, just more neutral and generic.

  • CHARA_(x).wav

7/4

17/4

Ambience - Tree Rustling (Autumn)

NOTE: Use external asset from class foley recordings to produce this file.

  • BGFX_WINDTREES_LOOP_(x).wav

N/A

17/4

Ambience - Howling Wind (Winter)

  • BGFX_WINDHOWL_LOOP.wav

7/4

17/4

Ambience - Buzzing Bees (Misc.)

NOTE: Use external asset from Fraser Williams to produce this file.

  • BGFX_BEES_LOOP.wav

7/4

17/4

Menu - Hover

  • MENU_HOVER_(x).wav

9/4

17/4

Menu - Select

  • MENU_SELECT.wav

9/4

17/4

Game - Pause In & Out

  • JINGLE_PAUSEIN.wav
  • JINGLE_PAUSEOUT.wav

9/4

17/4

Game - Start

  • JINGLE_GAMESTART.wav

9/4

17/4

Music for all four seasons.

  • MUSIC_AUTUMN_(y).wav
    (y = intro/loop)
  • MUSIC_SPRING_(y).wav
  • MUSIC_SUMMER_(y).wav
  • MUSIC_WINTER_(y).wav

13/4 to 15/4

17/4

Roles

Simon Nyguen

Jolon Silk

Stefan Volejnik

  • Recording Engineer
  • Studio Assistant
  • Sound Design
  • Foley Artist
  • Composer
  • Mixing & Mastering
  • Recording Engineer
  • Sound Design
  • Studio Assistant


Reference Material / Resources

But what if it all goes wrong?

        Put simply, it won’t, because we’ll do the following to ensure our backs are covered:


Targeted Learning Outcomes

Common Learning Outcomes

AUS220 Learning Outcomes