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Tel. 832 260 3675

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19718 Byron Meadow Dr Katy, TX 77449

During my journey working with Uranus Attacks project many lessons were learned. In sound designing it is not only about aligning sounds to some captured video footage or simply capturing raw audio and slapping the audio asset in place of a scene. Sound designing and foley goes more in depth than that. 

First I would like to share that with the knowledge earned, recording, mixing and post-production was applied to help improve my work. It is important to be able to clean and edit your assets prior to importing them into a audio pipeline program. The slightest error can become a horrible sound when previewing your sounds during gameplay. The knowledge of layering audio assets are very powerful. In attempt to create a sci-fi laser producing a " zap " sfx was exciting yet challenging. Only having personal tools in my garage, I had to utilize my resources. Even after creating an asset that sounded okay it just did not please my ear as it would not the listeners. I than duplicated that source and created a new sound combining the two to create one unique sound. Last but least, even though you may have your limitations to what you can record, using the basic concepts and time based affects can really make EPIC sounds. If your on a budget, table to record certain objects, don't have permission to go to specific locations to record more powerful sounds begin with recording things from home or items you own. You will be surprised to what you can come up with. 

For me working on Uranus Attacks I feel my best assets were the Vaporizing, ships engine and Fnoon sfx. Applying layers to the vaporizing sound gave it a fuller sound and gives the player an original sci-fi movie affect. The ship engine created from a less pulsating asset which was my electric lawnmower yet was able to produce a great asset for it. If you don't have any resources to create something specific, their are always free online sources you can get sounds from to get the job done right. 

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