Update

May '24

Hey! Here are some of the things I’ve been working on this month:

Sound Re-Design - Killer Instinct - Jago Character Intro

Re-Design Details 📋:

- Total Time Spent: 6.5h

- Source Limitations: No library material

- Plug-in Limitations: Free plug-ins only

The 2013 reboot of Killer Instinct is a favourite game of mine. I didn’t play a lot of the original arcade cabinets or the console ports back in’t day, but there was something about the reboot that just seemed to catch me at the right moment in time.

I became really engrossed in the gameplay mechanics, and at one point, would sometimes find myself practicing matches in my head during random idle moments during the day. Obsessed is probably the right word!

Like all good fighting games, Killer Instinct has a large variety of characters to choose from, each of which has their own unique intro and win cutscenes at the start & end of a match. Recently, when searching for interesting cutscenes/game cinematics to use for sound re-designs, I thought back to those Killer Instinct character cutscenes and felt a lightbulb-esque “A-ha!” moment go off in my head.

The KI character cutscenes are short and snappy (approximatley five to ten seconds long) and feature a character doing cool moves and pulling flashy poses. This makes them pretty much the perfect size and scope for a sound re-design; there’s plenty of visual detail and stylised movements to dig into from an audio perspective, yet the short runtime means they don’t feel as overwhelming to mix and manage when compared to a typical 3-5 minute gameplay cinematic.

So, the first of these Killer Instinct character cutscenes I’ve decided to tackle is the intro for Jago, the Tiger Warrior monk. To push my recording and editing skills with these shorter re-designs, I’ve set myself specific conditions I have to follow when working, which are:

  1. No library material - I can only use source that I have recorded myself (with the exception of IR samples for use in convolution reverbs).

  2. Free Plug-ins only - I can only design and mix with free plug-ins, and not paid ones (mainly sticking to the REA/js plug-ins in Reaper).

I’ve spent roughly 6.5 hours on this re-design to date, and I’m fairly happy with where I was able to get it to in that time.

I feel like areas that worked well were the reverb switchover on the chanting, which transitions from a far perspective to a closer-up and drier one with the camera move, and the metal foley clinks ‘n’ clanks for Jago’s sword and bracer movements. For these sounds, I recorded large antique coins in a metallic chain dice bag, and a leather pouch full of coins and some loose door keys!

 

Some of the Foley props I recorded to make Jago's jingles!

 

An area I’d like to go back on and improve in a future design pass would be the transient/impact for the hand clap. I feel like as this is the main action point of the scene, this probably could do with being bigger & beefier to get a more dramatic ‘thunderclap’ sort of vibe. I think further attention and adjustments to my side-chain compression settings would be beneficial here too, so that the clap can punch through the other mix layers more clearly.

Jago’s intro cutscene is one of the more understated cutscenes in the game. Working on this one first was a nice place for me to get started, and has also given me a good jumping off point for how I’d like to tackle re-designs for some of the more visually complex characters in the roster.

Kilgore, a big rusty Terminator-style robot, is the one I’ll be working on next. Time to go gather lots of metal samples!

 

Kilgore: 'koming' up next!

 

Sound Re-Design - Resident Evil 4 Remake - Cage Fight Cutscene

Re-Design Details 📋

- Total time spent: 11h
- Source Limitations: None
- Plug-in Limitations: None

I’m still enjoying blasting & stabbing my way through Resident Evil 4 Remake, which for me, is one of those games that seems to never ever get stale, no matter how many times I’ve already played it.

I was actually not a particularly big fan of the original Resident Evil 4 when it released in 2005 (I mourned the loss of the fixed camera angles which gave the 2002 Resident Evil Remake so much of its spooky character) but over the years I’ve warmed to it. Now, I really appreciate the game for what it is - a best-in-class action-adventure game, wrapped up in a spooky murder-cult aesthetic.

The 2023 remake is faithful to the 2005 title, but also brings a lot of new ideas and mechanics to the original’s gameplay loop to keep things fresh (the knife parry system is, quite frankly, amazing). There’s new cutscenes to boot too, including some very cool John-Wick inspired fight scenes where Leon gets to unleash his marksman & martial arts prowess on hordes of cultist goons.

I picked this ‘cage fight’ scene that happens about halfway through the story to use as a sound re-design, as I wanted to work on an action sequence that would be a good vehicle for developing my gunshot and melee combat sound design skills.

I’ve spent 11 hours on this re-design so far, and I feel mostly happy with the results I’ve been able to achieve, but there are aspects of the mix that I’d like to go back and adjust in another design pass.

On the whole, I generally feel pleased with how the gunshot sounds have come together, but having had some more time to reflect and critically listen to them, I think these need to be louder in the mix, in order to make them really ‘crack’. I also think I need to adjust the gunshot mixing to be more responsive according to each new camera position - i.e. use more reverb on the gunshot sounds when the camera is further away and looking down on the action compared to when the camera is tucked in nice and tight for a close-up.

I really enjoyed getting in the detailed little creaks and squeaks of Leon’s combat harness and clothing, along with the exaggerated whooshes for when the unlucky cultist gets whirled around. The arrow impact sounds that slam into that same cultist’s head just after this do feel a little loose timing-wise though, and probably could do with some different layers too.

Much like Resident Evil 4 Remake is a fun game to replay, I feel like this re-design will also be a fun one to revisit too again and again too. Here’s to hoping I can score an S-rank next time round!


October '23

Happy Halloween folks! 🎃 Here’s a brief rundown of what’s been going on with me sound design-(W)wise with me in October.

Lost Skies - Davey Wards Silver Winner

REALTIME recently announced that the Lost Skies animated trailer has won a Silver Award at the 2023 Davey Awards!

Once again, massive congrats to Justin Andree at Blitz Audio, and all the folks at REALTIME, Bossa Games, Rumpus Animation & Humble Bundle for another awesome achievement! I’m chuffed to have been able to play a small part in this lovely project - the sound design for this trailer was a real joy to work on!

Wwise Training - 3D Audio Mixing

At the tail end of September, I attended one of Audiokinetic’s online training sessions to learn more about the workflow for 3D Audio Mixing in Wwise. While spatial audio is an extremely exciting area of much innovation in the field of game audio, in my opinion, it also comes with a significantly steep learning curve. I’ve found that it can be challenging just to get one’s head around some of the tricky concepts involved (all of which build upon each other in complicated ways), let alone feel prepared enough to be able to confidently author and implement assets for a spatial audio project. For this reason, when I saw this training session, I knew that I had to make sure I attended no matter what!

This was an incredibly useful and engaging session that covered a lot of ground in a short space of time. While there was only so much that could reasonably be covered in the 4-hour runtime, I do now feel much more confident with the spatial audio workflow in Wwise, and I’m looking forward to putting these strategies into practice in my future projects.

Wwise 101 Revision

I’ve been going through the Wwise 101 materials again to brush up on the core fundamentals ahead of taking the 301 and 251 certifications. The last time I went step-by-step through all of the 101 documentation was back in 2018, so it felt like it was due time for me to have a bit of a refresh.

I did have a couple of stumbles in the last few modules (no thanks to some slightly odd wording in pair of questions asking about the exact definitions of aux buses and effects rendering), but other than that, I think it went fairly well.

The next step in my plan to become more (W)wisened is to tackle the 301 cert, so it’s time to lace up my adventuring books, pick up my sword and prepare for the journey into the Wwise Adventure Game’s Allegro Kingdom. Wish me luck!

Post apocalyptic Desert

One of the audio implementation projects I’m currently chipping away at is a sound re-design for the ‘Post Apocalyptic Desert’ UE4 environment asset by KK Design. I’ve been playing a lot of Cyberpunk 2077 recently, and really enjoying how the sounds have been designed and implemented for the various vehicles of Night City - parituclarly the older, clunkier trucks and jeeps that tend to appear in the nomadic Badlands on the megacity’s outskirts.

Post Apocalyptic Desert is a complete project, that most importantly for my purposes, contains a cool rugged vehicle.

One small but very satisfying bit of progress so far has been learning how to swap out the the defaut UE4 mannequin with one a bit more character - namely the ‘Cyberpunk Mercenary’ model by Fajrul Falakh NF - Characters.

I’m still in the early stages of this design, but I’m pleased with what I’ve been able to get done so far - namely, getting a lot of print string nodes in place ready for sounds to be dropped in later. Having just watched Michał Pukała’s super-inspiring Taking It Up A Notch Game Sound Con talk, which focused how the audio team at CD Projekt Red approached upgrading and overhauling their vehicle audio content and pipeline, I’m keen to see if I can try and replicate some of their techniques they used to bring Night City’s cars to life, albiet on a much, MUCH, smaller scale (i.e. 1 car versus 100s of cars!)

Feb 2023 Update - BAFTA Connect and The Meadow Release Window

“Over ‘ere, Stranger!”

So…

…it’s been quite some time since my last blog post, huh? 😅

Quite a bit has happened since Oct ‘21, but at the time of writing, everything I’m currently working on is still under wraps, so I don’t have anything particularly new that I can talk about…yet.

However, all being well, I should have something else I can share soon, coming up in early March. Not too long to wait for that one! 👀


BAFTA Connect membership

One exciting development that I can share at the moment is that I was accepted into BAFTA Connect at the end of 2022!

 
 

I’m really delighted and honoured to have been accepted into the Connect program, as its filled with so many hard-working, inspiring and cool people across the Film, TV and Game Industries. Needless to say, I’m very much looking forward to meeting fellow Connect members next time I’m down in London for one of the meetups.


Bay Bryan - The Meadow - Album Release + gig

 
 

The Meadow, an album by Singer-Songwriter Bay Bryan, has a release window of April 2023.

I captured and processed field recordings for various tracks on the album back in 2021, and it’s great to know that the finished work will soon be available for folks to listen to in full in just a few months’ time.

The album launch also has a launch gig on 6th April at The Deaf Institute in Manchester - you can grab pre-sale tickets for that here. Should be a fun night!

You can already listen to some select singles from the album on Bay’s Spotify page, but keep an eye on Bay’s socials for the latest info on the full album launch:

🌐 = baybryan.co.uk

🐦 = @baybryanmusic

📷 = @baybryanmusic


That’s all for now - hopefully the next update won’t have another 15-month wait! 😬😅

2020 Update

Media City

Howdy doody folks!

Hope you’re all safe and well out there - at the time of writing, everything’s still in lockdown here in the UK with the Covid-19 pandemic. Whilst things are on a bit of a lull at the moment and the flow of time itself feels convoluted, I thought now would perhaps be a good time to write a quick post on what I’ve been up to lately.

It’s been a while since my last blog post, and despite the scary state of the world at the moment, 2020 has been a pretty busy year for me so far, despite all the chaos. I can’t go into any specifics, but I will say that I’ve worked at Immotion Studios on a couple of super fun projects throughout February and March, and I’ve been working as a freelance sound designer for We Make Audio since early Feb!

I’ve also got a couple of half-finished projects I’ve had on the backburner for absolutely ages now, so I thought now would finally be a good time to actually get these finished up and put out in the world. These include my Steampunk Robot sound pack, as well as some music tracks from a couple of different projects that I never got around to releasing. Watch this space for a little bit longer, and I’ll have them out as soon as possible…I hope!

I’ve also been getting a lot of emails from audio students asking for help with Wwise implementation issues in the Unity 3D Game Kit, so I’m considering possibly making some kind of short tutorial or walkthrough to act as a standalone guide that hopefully helps people out? If you’re reading this and that’s something that would appeal to you, then definitely get in touch and let me know if there’s something in particular you’d like me to cover - I’ll see what I can rustle up when I get chance.

Stay safe and make some cool sounds! :)