03/05/2019

Sound Files

As part of the final elements to be added to the game, each member of the team downloaded sounds from Freesound, (Freesound.org, 2005), for noises to be used in the individual sections.  The sound list requirements had already been listed earlier on in development of the game for each section.  However, by this point in the games development, some slight changes have been made to the sound list as some sounds were no longer required.  This had been discussed as a group for the needs of the game due to changes within the story.

Fig 326- Group sound list.  https://docs.google.com/spreadsheets/d/1R8YT6EI_IbsB9ItG6OAHjXmiglYF31slADR0NWzHnwg/edit#gid=0.

Fig 327- Exterior sound list.  https://docs.google.com/spreadsheets/d/1R8YT6EI_IbsB9ItG6OAHjXmiglYF31slADR0NWzHnwg/edit#gid=0.

As a result, Owl tooting and window scratch sounds were removed from the list.  Sounds that were downloaded for the exterior section were: 

  •  Heavy breathing for the character. 
  • Creeking door for the front and back doors of the house to creek when the character opened them.  
  • Gate opening sound for the two gates in the house compound.
  • Walking through the forest, for the players foot steps when walking through the forest.
  • Wind, as background noise, being played with the background music created by Dean Hughes.
  • Heavy heart beat for the character when the player is in danger.
  • Horse noises as part of the story line for the player to follow.


Fig 328- Sounds.


Fig 329- Sounds.

Once the sounds were downloaded, files were forwarded to Chandler Pope-Lewis via email to be implemented into the game.

Further additions were added to the game in terms of a diary entry for the player to read in the game from the former servants in the house as part of the story arc, which would encourage the player to investigate the mine near the house.  Originally this was supposed to be done by the interior artist Connor Burdett.  However, Connor was unable to fulfil this task for personal reasons.  The diary entry can be seen in figure 330.

Fig 330- Diary entry.

This was then forwarded to the teams programmer, Chandler Pope-Lewis, for the diary entry to be added to a piece of paper within the game for the player to pick up and read.

Further assets to be created and added to the game as part of the story arc were the creation of house keys and a key for the library.  A small mood board for inspiration was created on Pinterest, before quickly looking at aYouTube tutorial for help in the keys creation in Maya, how to model a bronze key, https://www.youtube.com/watch?v=4NrIiHOGXS0, (Hermes, 2014).

Fig 331 - Keys.  https://www.pinterest.co.uk/stewartmarr/key/.

Fig 332 - Key.  https://www.pinterest.co.uk/stewartmarr/key/.

Using the image in figure 332 as a reference and how to model a bronze key, https://www.youtube.com/watch?v=4NrIiHOGXS0, (Hermes, 2014), as a guide, a key model was created in Maya and then exported to Substance Painter to be textured.

 Fig 333- Key.
 Fig 334- Textured key.
Fig 335- Textured key.

A textured variant was created for the library key, as seen in figures 336 and 337.

 Fig 336 - Library key.
Fig 337 - Library key.


The keys and textures were then exported and sent to Chandler Pope-Lewis via email to be placed into the game.

 Fig 338 - Key.
Fig 339 - Library key.  

There was a problem with the initial textures for the house key.  The house key would be located on a rock for the player to find and then open the door.  The keys textures were too close in colour to that of the rock, which would camouflage the key.  This can be seen in figure 340.



 Fig 340- Key.

As a result of the textures be close in colour, Chandler Pope-Lewis changed the colour to a bronze, in order for the player to find the key and to be seen for clearly.  This colour change was done in Unity.  The result can be seen in figure 341.



Fig 341 - Re-textured key.

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