World & Interactive Audio

[INTRO]

Ambient Soundscapes

Prehistoric Kingdom is home to a variety of levels, each with their own ambient beds and region accurate wildlife. In this post, I’ll discuss some of the techniques used during development.

2D vs 3D

In an RTS-like simulation game, the camera is prone to huge swings and elevation changes. We need detail while the camera is zoomed in and out.

2D vs 3D - why are we 2D? 

  • Creating the ambient audio scaffold 

    • Breaking the soundscape into distinct, reusable layers

      • Real world research and ornithology scouting

    • Fake birds! LFO panning ftw

    • Fake water! Why do we do that?

  • Optimising channel usage

    • Manually disable layers based on parameters




Placement Sounds


Piece by Piece

Emphasising Change


Mix States & Processing

Next
Next

Blog Post Title Two