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Blog Post 2

Game Dialog

Here is an example of some dialog that was inserted into this game using the Unreal Development Kit Editor. I recorded and processed the script and then edited the dialog into the game using the UDK game editor.

The script for this game example was already provided so it simply had to be recorded in a way of my choosing, saved in the right format and processed accordingly before adding it into the game. In this example, the player needs to get through different sections in this room. In order to guide him on his journey, some dialog is triggered every time he gets to a new section of the puzzle and has to perform a specific task to get across.

 

The dialog is meant to tell him what he has to do in order to get through this section safely. If he doesn't follow the instructions he could easily fail his mission and lose a life since there are traps present as well.

I felt like having a firm authoritative sounding voice would help the player feel more confident in the instructions that were given to him on how to get through the puzzle. For the dialog, I felt like a more masculine voice would sit well with the map aesthetic. After recording the vocals in Logic Pro 9, I pitch shifted the takes down a few semitones to make them sound deeper. I also did some EQing and compression as well. In addition, I added a limiter to the recordings.

I also used the GtrAmpPro plugin to give the overall sound of the vocals a bit of a different effect. I used the setting of a dynamic microphone that was positioned in the center. I brought up the gain to about quarter way; and the bass, treble, mids and presence to about half way. I used the UK combo 30w amp setting, the modern EQ setting and the UK 2x12 open speaker setting.

 

I kept the processing consistent so once I was satisfied, I copied the same plugins and settings across to all the takes and the result is what can be heard in the video above.

 

For the weapon sounds we had to create that will be in blog post 3, I used a lot of synthesis in creating them. I'm still in the process of experimenting with these weapon sounds but my initial setup on how I've been working to come up with these sounds is as follows: I tried to get an initial sound using a synthesizer and then I attempted to layer the sounds together either with something like a lightening strike, thunder burst or another synthesized sound. I then experimented with pitch shifting, flanger and reverse effects as well as speed and tempo.

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