Third Post: Foley & Weapons
- Joshua Davis
- Nov 13, 2016
- 3 min read
For the foley, I made assets for footsteps, sprint, land, jump, shooter aim, death, respawn, and a loop for low health. For the footsteps, I focused mainly on the boots of the shooter character so from the character animation the character was wearing boots but, I didn't want the footsteps to be just boots taps so I made the footsteps have more impact so that the character sounds heavier because of all the gear its wearing; I also made footsteps for when it's walking in the grass so I kind of used the same footsteps but a little lighter and with a brushing sound so it sounds like it's walking in dirt and its feet are moving across grass. The jump I made a whoosh sound so that it exaggerates his jumping ability to give the sense that the character jumps really high or with a lot of force. The shooter aim I think was a lot of fun because of the futuristic theme I wanted to put into the game I made the aim sound high tech and like a lot goes into the process of the character aim and like a laser was being turned on because in the gameplay when aiming a small red dot is on the screen. For the death asset, I wanted the character to have a gory death so when the player dies it sounds like a nasty death since the player is either killed by a launcher or rifle. The respawn is just a basic sounds to sound like your beamed back into the game and for the low health, I wanted to sound muffled and slow so it actually gives that sense of tiredness and near death so I used a heartbeat and a pulse sound and layered it together to make a pulse heartbeat instead of a beating heartbeat. Altogether, I made the foley sounds so that they sound impactive, futuristic, exaggerated which match the aesthetic design of being futuristic, punchy, and with some metallic features.

For the weapons, I made assets for, both, the rifle and launcher. For the rifle, I made rifle fire, reload, equip, empty, impact, and pickup ammo; for the launcher, I made pickup ammo, fire, projectile, impact, reload, equip, and empty. For the rifle, I wanted a strong, sci-fi rifle shot so I made a layered rifle shot with a stronger attack so that not only does it match the aesthetic design but, it would also sound stronger than a modern rifle. For the rifle reload, I tried creating a sound that would capture all the sounds so of the gun movement as it reload and for the equip, I wanted it to sound like a clip is being inserted into a gun. I made the rifle empty asset sound like the clicking of the of the hammer in the gun to make it that much more duller because I wanted the sound when it's empty to be lame. For the bullet's impact, I wanted to sound like it vaporizes or burns up when making contact so once the bullet leaves the gun it's gone.
For the launcher, I wanted a stronger attack with a sci-fi, electrical feel but, I wanted the shot to be sudden or immediate; the launcher shots also have long decay so that I can attenuate in Unreal. For the projectile, I wanted to be strong and a lot of static to give it an electrical element and for the impact, I made it quick but, with power. The launcher when empty I wanted to sound like hitting the bottom of a empty trash can so that it has that dull and hollow kind of feel. With the weapons I also made an asset for picking up health which I wanted to sound like the character is drinking the health so I made a gulping, pulsing sound so that player gets the sense of rejuvenation.


Comments