Second Post: User Interface & Ambiance
- Joshua Davis
- Nov 6, 2016
- 1 min read
For my user interface, I wanted to base it off the shooter's rifle, launcher, and respawn. For the user interface, I used elements of a gun and how I wanted the launcher to sound like so it kind of previews the player to their weapons. For the select, I used a shotgun pump, for the enter I used the blast of the launcher because it gives it a "launch" feel, and for the exit, I made it sound like metal crashing or a car being crushed. The user interface as a whole uses a metallic, sci-fi, and a somewhat futuristic feel which matches the aesthetic design, mentioned in the first blog.

For my ambiance, I wanted to use a sci-fi, futuristic kind of feel so the sounds match the environment of the game. The ambiances have futuristic and metallic elements but, I also wanted the ambiences to match the environment of the game so I added more air or high frequencies to make the ambiences sound brighter and open. I think some ambiences have elements stated in the aesthetic design and some elements that came up on the fly and used it as either the main sound or a layer. I also added a more electrical feel to make objects like the billboards, hazard boundary, and lamp more realistic. The ambiences, as a whole, uses sci-fi and metallic elements to make it match the environment of the game; some ambiences, like the hazard boundary, have punchy, impactive elements to make those assets purposefully stand out.

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