Sound Design of the interactive "Drei Fragezeichen" live tour clip. The animation tells the story of the villain Yamada and his dark intentions.
Eclipse - Sound Design Highlight.
I created a tense and scary sound environment, with SFX that pop out next to the horrific audio of the anomalies.
through sound events in FMOD Studio:
Toothfairy appears - an unsettling soundscape.
Remote reload - the camera's microphone is damped due to the battery switch.
Remote shoot - the player is equipped with a remote control that shoots zapping batteries.
Flashlight charge - the longer the button is holded, the louder and higher the sound is.
Bullet impact - dependant on the parameter 'bullet speed'.
Pinboard completion - the loading bar rising up the more you achieved.
Player crawling under the couch.
Walkthrough with In-Game Sound.
The radio event - combines 8 different 'channels' (looping songs), changed by the frequency parameter in FMOD.
Automated with effect chains and volume, the individual tracks get played async to not start each song
when hitting the right frequency, but make them loop muted so a real 'radio feeling' comes up.
NPC Monologues - starting with the "StartMonologue", then repeating a random vowel
each letter, and finishing with "EndMonologue".
Timer - speeding up, controlled by the parameter 'PB_Timer'.
Elevator - due to it's instable electricity, the song's pitch goes up and down.
Various prop events.
Techno Club - the spatialization of this event can be changed with parameters
(Damp & Distance), to make it sound like standing in front of the club.
Rewind - plays as long the rewind button is pressed and fades accordingly.
Cloud - the playable cloud using the blow mechanic.
Crane - all events of the playable magnetic crane.
Fire extinguisher - looped seemless until releasing the button.
Toaster - charge the toaster, but if you hold for too long the event triggers burn sounds.
Player
Entities
Particles
Environment & Atmosphere