Of course when I finally get on a roll I get pummeled with work from other classes. Part of being a designer, someone who is working a million hours at all times, is balancing your workload. There is always a ton to do and you can only do so much of it each week with all the other stuff you have to do. Keeping your life in order is definitely something that you have to work on as a designer. I have a girlfriend and not living together can sometimes make it a struggle to see each other which is never good. Sometimes work needs to be put off for other affairs and visa versa. You just need to know the difference.
The reason I am telling you this is because I have been so constrained for time that I really only worked the minimum time on this track and so it wasn't finished. I like to try a few different ways to do something before committing so a track that have creative freedom on may take a little bit longer to do. With a deadline I can always get it done on time but if I can take some time I will do it. Anyways I began a very different approach to the audio in our game due to a suggestion by our sound director. I have no idea if anybody will like it but my hopes are that the change will be a good change.
It is always worth taking the extra time to do something different and new then just pushing along in the normal rut of things. Design needs innovation so it is always worth trying.
Thursday, March 27, 2014
Time to Shine
Well over the past two weeks, being that I had spring break to do some extra work; I spent a lot of time post producing the audio I made for the newest game level, along with creating and formulating ideas for the four square game. I spent a lot of time making sure the previous track was edited correctly because when I pull all the tracks together I am going to level all the audio together so I need to make sure all the song specific work is done.
When it comes to post production, the major work is in balancing the dynamics. Parts that need to be loud and intense have to have the dynamics pulled up while the other parts need to be quieter to make these dynamics more intense. These dramatic changes can really affect the gameplay and really change the way the player sees and feels the game in front of them.
For the next few weeks I will be finishing up my new and experimental four square track. The idea right now is that I have plenty of time to make a new track for the game should it be necessary to replace. Right now I have a lot of creative freedoms but we shall see where that goes with this track.
When it comes to post production, the major work is in balancing the dynamics. Parts that need to be loud and intense have to have the dynamics pulled up while the other parts need to be quieter to make these dynamics more intense. These dramatic changes can really affect the gameplay and really change the way the player sees and feels the game in front of them.
For the next few weeks I will be finishing up my new and experimental four square track. The idea right now is that I have plenty of time to make a new track for the game should it be necessary to replace. Right now I have a lot of creative freedoms but we shall see where that goes with this track.
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