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Pablo Flores Alosi
Sound Designer
HOME
GAMES
ABOUT ME
WWISE & UNREAL 5
SOUND REDESING
FMOD & UNITY 3D
AUDIO PROGRAMMER
CONTACT
Pablo Flores Alosi
Sound Designer
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HOME
GAMES
ABOUT ME
WWISE & UNREAL 5
SOUND REDESING
FMOD & UNITY 3D
AUDIO PROGRAMMER
CONTACT
FMOD & UNITY 3D
I decided to learn a new skill… C# 😅 Learning a new skill is not easy, especially when there is so much we can learn online. I had the courage to follow this Udemy course
https://lnkd.in/e2k9uZfn
and after several days and without knowing anything about programming I have finished my first Alpha of a video game and I couldn’t be more proud of what I achieved. 😄
Inner Space Unity Game – Brain Room. In this room we can hear the atmosphere of the game and the
electric atmosphere
coming from the brain. Everything is
generated with FMOD
, we don’t hear repetition in the sounds. I used Spatializer to adjust the
panning
of the brain and key environment.
Inner Space Unity Game – Stomach Room. In this room we can hear the atmosphere of the game and the sensation of being
submerged in the water
of the stomach. There are two parts in this video with and without music, so you can appreciate how, through the
Parameters function in FMOD
, the high-frequency sounds are filtered.
Inner Space Unity Game – Bones Room. In this room we can hear the atmosphere of the game and the atmosphere of the room. The environment of the acid room is the same in every part of the game but, for this one
, is duplicated
to generate more
density and variety
(with FMOD) to the acid and the
bones sound
when the player collides with them
Inner Space Unity Game – Heart Room. In this room we can hear the atmosphere of the game and the atmosphere of the room. In this room, the other sounds are filtered to
give the heartbeat a strong identity
. Again we use Spatializer for the heart and the key that appears. The heart is heard from various points on the map to give the feeling that it is
big and very important
Inner Space Unity Game – Boss Room. In this room we can hear the atmosphere of the game and
the acid
that is part of the environment of the room. The sound of the boss is
generated in FMOD
with a multi-instrument and the ROAR of the boss can be heard from time to time since the
trigger probabilities are at 55%
.
For this video
I have recorded
sounds all around London with my phone and I
edited those sounds with Ableton Live
to give the sounds more personality and, I used
Wwise and Unity
to implement the sounds in the game. In the video, we can see the sounds be