Sound Design / Music

Music

In the following section you will get an insight into the soundtracks that I have created so far as part of my studies.

I used GarageBand for all soundtracks. However, I am also in the process of teaching myself StudioOne to gain a better understanding of professional composing. 

At the same time, I would also like to develop my piano and guitar skills so that I can create analogue music in comparison to my current workflow that mostly makes use of samples.

Sound Design

In the following section I will give examples of my work in Sound Design using the previously shown projects as examples in the form of slightly edited Playthroughs. The Music has been turned off to put a greater focus on the sound effects.

The Sound Design of The Journey Above was a very diverse task featuring many unique challenges. 

Ambience was of great importance, but due to the games different sections there were many different forms of said ambience, each of which presented its own challenge. Be it nature in the forest, the waterfalls or the industrialism of the factory. 

Using musical/instrumental sounds at the basis for the player's abilities was also very interesting to work with. My goal in this case was to create magic with musical undertones to illustrate the fantastical elements of the world . 

When voicing the NPCs, I wanted to use familiar yet unusual sounds, which is why I chose to make human-like sounds myself, but not to incorporate direct words.

The Sound Design of The Journey Above was a very diverse task featuring many unique challenges. 

Ambience was of great importance, but due to the games different sections there were many different forms of said ambience, each of which presented its own challenge. Be it nature in the forest, the waterfalls or the industrialism of the factory. 

Using musical/instrumental sounds at the basis for the player's abilities was also very interesting to work with. My goal in this case was to create magic with musical undertones to illustrate the fantastical elements of the world . 

When voicing the NPCs, I wanted to use familiar yet unusual sounds, which is why I chose to make human-like sounds myself, but not to incorporate direct words.

The Sound Design of Prisoner's Curse: A Mystery in Notes revolved a lot around horror and ambience.

Due to the constraints provided by the project guidelines (not to include fantasy elements) I had to limit myself to the environment in order to instill feelings of insecurity and fear in the player. 

This happens, for example, by using creaking wood, footsteps or breaking glass. Audio cues in the form of, for example, distorted guitar noises also contribute to the horror feeling without intruding in the players immersion.

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