![]() Designing sounds for really large or complex objects can be really intimidating especially for younger sound designers and those with limited access to sound libraries.FabFilter is proud to announce the immediate availability of FabFilter Twin 3, the latest version of its award-winning virtual analog synthesizer. I’ll be showing you how I go about breaking down complex sounds into simple little sounds that we can easily access with household objects, and then we will build our complex sound using these techniques. This is definitely not the quickest or most practical way to design sounds but it can really help when you get stuck or want to come up with some more creative ideas. It’s also just fun to push sounds really far. Rather than try to explain my approach in a void, it’ll be much easier if I just go ahead and make a sound using it and I’ll explain myself as we go along.įirst thing we need is something to design! I’ll be doing a re-design of the BFG from Doom (2016). This is of course wildly impractical but we can get a really interesting base to our sound that we may have never considered otherwise by limiting ourselves to only one object.įor the purposes of this demo we are going to entirely focus on the gun’s mechanical and shooting sounds and ignore everything else. I’ll be doing all of the sound design with a beer can as source. Just to be completely clear, all of the sounds in the video were put there by me for practice and study and I have no involvement with the original sound design for Doom (2016). ![]() I like to approach breaking down sounds in two main steps. The first is finding all the “literal” parts making sure what I’m designing actually matches the visual and I’m covering all the important details. The second is finding the “emotion” and/or “world-building” parts to make sure my sound fits in the world and has the appropriate emotional undertones. There’s some varied mechanical parts and some electric/plasma energy sparking around.Here’s a couple screenshots of the BFG where I’ve highlighted some areas I think are worth focusing on for our “literal” analysis, I’ll go into more detail on each below the images. Here there’s some sort of core energy source with large mechanical parts with a lot of movement.There’s small latches mixed with larger pieces and they look like they could be made by a mix of metal and some plastic-like materials. ![]() ![]() Maybe some smaller mechanical and lighter movements here even though there isn’t anything obvious.This seems to be the main place where plasma flows through the weapon and steam is released. Adding some sweeteners like stuff clicking into place or small vibrations. You can also see some reflections of some additional plasma containing parts on the central cylinder.
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