Interactive Score MU2412 - Week 29
Assignemt 1 Video Submission
Assignment 1 is complete! Just need to give my presentation on the technical design of the project next week and then this module is all done. 1 hand-in down, 6 more to go!
UE4 Sequencer Tutorial - Work in Progress (31/10/17)
Thought I'd cobble together a quick video on the progress I've made while working though the Unreal Engine 4 Sequencer tutorial. I'm about halfway into this very useful YouTube series, but there's still a ways for me to go yet!
Learning how to use Sequencer has been an absolute blast so far; organising character animations, placing cameras and automating their settings basically let's you be a virtual director inside UE4! Had to temporarily break off from this project due to my ongoing course work, but will try to pick up where I left off over the Christmas break if I get chance.
Audio-wise, I've incorporated a snippet of the music from my dwarf tower defence game into the clip for the time being, as well a few choice samples. Once I've finished building the cinematic, I'll go back and do and a thorough sound design treatment for the whole piece, but for now, here's where I'm up to so far:
FMOD Demo Level - Desert Work in Progress (21/09/17)
Thought I'd put together a quick work-in-progress post to show my current progress on my integrated FMOD and Unreal Engine 4 Desert project. At the moment, it's pretty much identical to the finished tutorial level that came with Sally Kellaway's excellent FMOD tutorial videos, save for one thing...a giant sentry robot!
Using UE4's Sequencer, I've created a (very rough) animation sequence where the robot patrols back and forth from the edge to the middle of the level. I've attached a FMOD events to the robot's skeletal mesh and animation sequences and attenuated the sounds attached to these events with the distance parameter so the player can hear the machine's footsteps and engine sounds as it approaches.
Big thanks to Phil Davison for troubleshooting a crossfade issue I was having with my mixer snapshots; now the grenade tinnitus effect has a nice smooth fade crossfade with the environment sounds as opposed to an abrupt switch over.
Engines and Middleware 1 - Assignment 1: Audio Implementation
One of the big pieces of work I submitted back in April this year was the audio implementation assignment of my Engines and Middleware 1 module. Working in a group with my friends and fellow game audio students Adam White (@AdamRWhitehead) and Aaron Turner, the objective for this module was to take an existing Unreal Engine 4 game with all the original audio assets removed, and substitute them with our own (hopefully suitable) replacements.
The specific game we were given for this task with was the tower defence strategy game from the UE4 example game projects collection.