Tuesday 11 December 2012

Quick Update!

Hi Everyone! Hope we're having a fine winters day.

It's been a few weekends since I've said anything, so I'm just updating you. And what better way to do so than with a video!



As in the description, I will be posting stuff soon now I have a new PC, I can get things done a LOT quicker.

Have a great evening!

Alex.

Monday 12 November 2012

Telephone System: Part 1

Hi All! Hope we're having a good day.

This is a video I put together of a telephone system created in UDK. There's no real need for me to ramble here, other than to say press play! Oh and I'm a bit ill on the video, you'll have to excuse me...



As said in the video, more will be coming.

I'm also working on a bit of a music based game, but it's still in the design stages at the moment. I'll reveal more information when I get something substantial together.

Alex.

Wednesday 7 November 2012

Optimism

You know, it's funny.

I can sit here all day thinking of these great ideas for these little projects I could do for game audio, scheming up ways to create things from footstep systems to a whole game idea. But what am I doing with them?

I currently hold a full time job which is (only for my own lack of motivation) holding me back on completing these projects. Sure, I've started plenty and even got some systems, but I'm not really getting anywhere with them.

But hang on Alex. You don't NEED to 'create' these projects. The ideas behind them are just as good a tool as the product, right? I mean, if I was to lay down these thoughts, rambles and sketches, surely that would fuel the fire of productivity? Surely this should have been something I was doing from the start...

So that's exactly what I'm going to do. And I think i'll do it in text and Vlog posts. Just now I've been thinking about some crazy game audio ideas for a full game that involves short puzzles to make sure a song can continue to play, but that's a story for another post. Or Vlog.

This is a very exciting time for me. I may not be in the game industry, but I sure as heck aren't going to leave it at that. I'm just getting started, and can see a very bright path ahead.

 That's the reason for the title, I'm a very optimistic person. I believe that if you work hard for something and you do good work, it will pay off. So lets get to work!

Alex.

Sunday 17 June 2012

Sorry it's been a while! Soon though....

Hello all!

I'm SOOO sorry I've been away from the blog! A LOT of has happened since the last post and I'd just like to let you all know about whats been going down.

First of all, that final project. Well, there's nothing new on it in turns of improvements or development...
BUT
Turns out it was worth it because I landed a 1st degree! So I must have done something right and I'm very pleased with the outcome! This has given me even greater confidence in my abilities and I can't wait to push myself further :) If you didn't catch that, see my previous post (there's a video walkthrough and everyfink).

Anyhoo! With that, I've also landed myself a job as a Central Operations Assistant at the Original Factory Shop here in the UK! It's my first job (I know, I know) so I'm very pleased that I got something so good :) I've been loving it so far and it's bringing home the bacon, which in turn will get me some flash equipment and the fun of game audio can evolve.

What now then? Well I've JUST moved back home with the parents from my flat in Leeds and I'm settling back in and getting my desk and equipment sorted. So stuff should begin moving again soon.

Ok, so those are the updates I have for you so far. I will be back soon and hopefully have some plans together for what I want to do!

Alex.

P.S. If you want to, you can follow me on twitter @Divitoe

Sunday 13 May 2012

Final Year Project

Hey everyone,

Just a quick post. As I've mentioned previously, university was coming to a climax and the work was coming to a head, with some system completed, levels designed and built and gameplay well under way.

Well, I can finally say that it's all done now and the game is ready to be unveiled!

HOWEVER, I will warn you all that this was a university project and is NOT what I wanted as a total outcome. I could go into detail, but this level is about 3/5 the size of the original design and build. Also, the textures are dead simple, so doesn't look fancy.

Now, because of this I think it's fair to say that a little revival work should be done on it. I'm going to go back in and re-build the areas that are currently missing, improve the audio where needs be, hopefully get a better music system going and most importantly... sort that bloody ending out! Really sorry about that guys, bit of a shambles.

Anyhow, enough rambling. This is the walkthrough video I made for the submission (as with the Interactive Audio one), so its a little low on quality and has annotations... but I'm sure you don't mind. Here it is!

Wednesday 18 April 2012

Hello Everyone! I'm currently coming to the final stages of my degree and therefore the final project I've been working hard on. Here's a little taste of what I've been doing...

Game Idea
You're a spy who's about to be dropped off at an enemy manufacturing building, which specializes in the creation of sneak robots. Much of the area is as you would expect, so you must sneak around guards and areas in order to progress. However, sound-based puzzles are also around, requiring you to pick up objects that make more noise and therefore finding alternate routes to avoid guards who will now here you! Other examples are carrying the right objects to a weighing scale in order to progress without altering the guards, as well as sounding exactly like a guard to fool them! Your mission is infiltrate, rise to the top and blow the place up!

Sample Systems


Footsteps
First of all, a physical material was created which associated a blank .wav file to the footsteps. This means when the physical material is assigned to a texture and placed on a 3D plane, footsteps will be silent. Once the level flooring was built, this physical material was applied to the textures.
To create a new footstep system, a delay system was first created which worked out the time between each footstep to match the speed at which the player walked. By using the “Get Velocity” module inside of kismet, the float value can be used to calculate the speed of the player. The below image demonstrates the maths used to calculate the appropriate delay figure.


The figure is first divided by the default walking speed (1). This means when the player walks forward, the value will be 1. This is connected directly to the volume input of each play sound used for the footsteps, meaning full walking speed translates to full volume, half speed will be half volume and standing still will be silent. To efficiently utilize the delay section of the system, a comparison system is needed. If the raw value was used, standing still would output a value of 0, which is unstable for delay modules. By comparing the raw value and setting static values, this prevents any issues. For moving, 2 values are set for the 2 walking speeds (2). For standing still, the comparison is used to start and stop the delay module (3).

Chatter/Suspicion System
Within the level, a number of NPC’s inhabit the building. These are used to catch the player if they make too much noise. To create a sense of realism, these bots have been given a system which allows them to talk, both letting the player know where enemies are and giving feedback as to the bots awareness of the player. The first system created was within kismet, which triggers a number of sound cues depending on the enemy:

However, the sound cues themselves are programmed to create a conversation flow. By splitting the raw .wav files into sections of a conversation (start, response, end), the sound cue can trigger these together to create a flow. The reason these would be split is to both save on memory and add variety. By doing 3 or 4 conversation starts, responses and ends, there will be a multitude of different outcomes. The sound cue for the first robot on the first floor is as follows:


As noted in the feedback section, I added a suspicion system which gave the player a second chance if they were caught. They way in which this is done is to trigger some dialogue which alerts the player to an enemy suspecting they are there, then a timer is used to see if they are within a certain distance: this gives the player a chance to run away. IF the player is still within the distance, they are killed. Otherwise, the enemy is triggered again to notify the player that their suspicions have been culled. The system is as follows:

Finally, a breathing system was implemented. The way this works is to change the volume of a breathing track to represent the distance from an enemy. The harder they are breathing, the closer they are. The system is as follows:



Pickup System
As this game uses sound to alter the players perception and ultimately lead them around the game, pickups also affect the player. When the player picks up a key for example, a jangling sound will occur when the player walks along. The speed at which the player walks will also affect the volume of this.
Using the same delay used to calculate the time between footsteps, this pulse is used to play a sound cue with that specific pickup sound, which contains a number of sound samples, randomly selected to avoid repetition. Each pickup has a gate attached to it which initially is closed, shown below:
Once the item is picked up, the gate opens. This allows signal from the delay to activate the sound. Once the player places the item correctly, the gate closes again and the sound stops. As the player works their way through the level, they may find they need to pick up more than one item at a time, creating more noise.


In terms of affecting the ‘listening’ distance, another gate is opened when the item is picked up, which adds a set amount to the float value used for calculating distance. This is also affected by the players speed, as shown below:


Obviously, when the item is dropped, the gate closes and returns the distance value to normal.

--------------------------------------

These are just a few of the fundamental systems used to create my sneak game, more will be coming as well as gameplay footage as the game wraps up in development!

Alex (Divitoe).

Tuesday 13 March 2012

UDK Game Sound Design

Hello All!

This was the project which inspired me for my final product of university - a sound-based game! Our brief was pretty simple for this - using UDK, create an interactive and immersive sound-oriented game. This could have been designed within a pre-built level or you could build your own. Personally, I had always wanted to build a game, so I opted for that route. Before I go any further though, I have one small point to make - I'd never used UDK before! Not even anything like it.

This idea for this level came when I was dreaming up the kinds of systems I wanted to be in it. The idea was that you had to show off your skills but not make it like a 'showcase'. I think I just about got away with it not being one! The idea was that the player had fallen into a dream world and had to work their way through several puzzles in order to escape. In order to know what to do (and to add a little humour), I decided to employ myself as narrator! This was also the voice of the player. Anyway, enough babbling, here's the video. (Really sorry for the quality!)



If you want to know how these system were made, theres a PDF I created as part of the module which explains a lot of it. Here's the link.

Animatrix Sound Design

Hello again!

This is one of the bigger projects I did in my second year. We were basically given a choice of about 10 video clips, and our challenge was to completely redo all of the audio within about 12 weeks. This meant recording, arranging, mixing AND mastering! Big feat, but we got through it well enough and thankfully got a 1st for it. Anyhow, here is the finished product.



Now this is all well and good, but for a university to mark someone on their own work within a group, they need evidence. This is where the second part of the module comes into play - the 'Making Of' DVD. This was a lot of fun, because it meant we had to set everything up to film, as well as record. As we had to do this part on our own, it sometimes meant several cameras rolling and as you can imagine, it sometimes got out of hand! We got there in the end though, and this is the piece I produced. I will say one thing though - these bit of dialogue were memorised and had to be said at least 20 times each, so thats why I look all grumpy. And our time limit was 7 minutes, I would have done a lot more if I could!



I can't take credit for all this work though, as there were 2 other people who finished this product with me - Jamie Foy and Simon Taylor. Jamie was the senior mastering engineer and mix engineer while simon was the voice actor for many characters (teacher, kid, agents etc), ADR director and mixing assistant.

Welcome!

Hello everybody!

My name is Alex Di Vito and I am an avid Sound Designer. Currently studying at Leeds Metropolitan University, I've been involved with several Sound Design projects as a student and plan to be involved with more as a professional!

The main project I'm working on at the moment is a game level for my final project. The focus (obviously) is on the use of sound and how this can affect the gameplay. The game is based around your typical 3D sneak mission style, but with a twist! You usually see a lot of these game use 3rd person view to see around them, in order to sneak past enemies and obstacles. However, with this game, you must LISTEN in order to know where to go! Everything down to the type of shoe you're wearing to the items you're carrying affects your sneak ability.

Anyhow, as this is a work in progress, I'll be posting milestones up here to show you my method and hopefully a well rounded finished product!

In the meantime, I'll post a few of the Sound Design projects I've done myself, as well as things I've done with a group. These videos are from the first couple of years and I'll leave the bigger ones for separate posts (just to explain them better!).