top of page

Mechanics

AUDIO

Within game environments, the use of human senses are essential in order to deliver an interactive and engaging experience. One example of this concept would be the use sounds cues, sourced from both natural places, such as weather or animals, or mechanical sources like radios, static or roads.

Within my cinematic, I wanted to create an environment that properly reflected a busy and realistic cyberpunk alleyway; with many sounds that would in turn immerse the watcher into the surroundings I had made, rather than my project being a simple walkthrough of assets placed together.

AMBIENT BACKGROUND MUSIC

within the chaos of different sounds and effects around the player, I wanted to contrast this with quite relaxing background music. For this, I used "Deference Of Darkness", a song composed for the video game Halo 3 ODST, which happens to be my favourite game :)

I chose this song due to it's calming piano melody, with small accents of contrasting orchestral switches. This resulted in ambient music that is relaxing, whilst also immersing you in your environment.

SOUND EFFECT AUDIO

Inside of my scene, there are multiple special effects and assets that would emit different sounds, for example the broken ATM and the neon sign would have an electrical hum coming from each, and the sparks flying from the cables above. Also, the radio chatter audio was needed in correlation with the radio asset on the side, also adding to the realism.

In addition, I also added a "busy road ambience sound", which further added to the realism and immersion.

CONCLUSIONS

Overall, the use of the sound effect audio within my alleyway scene allowed for a more realistic cinematic, as well as increasing the immersion for the watcher.

In addition, the background music made the project feel more full of life and complete, which was perfect for my realistic approach.

REFERENCES

All audio sources credited for my project

bottom of page