First Post: Aesthetic Design
- Joshua Davis
- Oct 30, 2016
- 1 min read
The shooter game will contain user-interface, foley, weapons, and ambience sounds created throughout the duration of the project & portfolio V course. In the game, I have created design pillars to help guide me to make the sounds needed for the video game. The technique pillars for the shooter project is impactive and metallic. I choose those two as the technique pillars because of the shooter's design, the character is wearing a suit built with metal pads and metallic features. I choose punchy because of the whole action and Halo kind of feel. Two design pillars that I'll use for the shooter project is punchy and futuristic. I will be using Uncharted 2's tank and Gears of War 3's lancer to use as a reference for the rifle and launcher. I wanted to use Uncharted and Gears of War as references because the tank shots in Uncharted sounded big and powerful but, quick. I wanted the rifle to sound not the same as a regular rifle since the setting is set in the future, I wanted the rifle to have a completely different sound so that it still has some detail of a rifle shot but, quicker and sharper. For the shooter game, I wanted the gameplay to have a sci-fi and futuristic kind of feel but, with some metallic features.

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