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Messages - Theodore W

#1
Join Us / Re: level/sound designer
December 13, 2009, 11:26:21 AM
They are far from todays standard,

so sorry no, we cannot even offer you a test.

Thanks for your interest anyway.
#2
Join Us / Re: level/sound designer
December 08, 2009, 03:30:09 AM
Quote from: soldium on December 07, 2009, 09:33:37 AM
HI im back with lot of change's.
I can now design sounds two

wow, where have you been?

we have got enough weapon sound pack like weapons (I ope), I dont think we can find someone with a nice boice next weak.

Thanks anyway. sound design needs some understanding of linguistics and psychology two, kind important :)
#3
Join Us / Re: Sound Design Application
June 28, 2009, 06:51:01 AM
Hey Luis,

Good to hear that you prefer foley and homebrew :) thats indeed what we need.

I will send you the sound design document when you are in.
#4
Join Us / Re: Sound Design Application
June 27, 2009, 01:04:54 PM
Hi Luis,

Neat stuff, I like the details, we normally have an internal voting process when accepting new members, you can count on my vote ;)

Can you list some information about your DAWs and setup.

Cheers.

Theodore
#5
off the top of my head, in no particular order,

Triumph of the Will
Piano Tuner of the Earthquakes
Max
Fausto 5.0
The Road Home
The Count of Monte Cristo
Conspiracy
A Short Film About Love
Lilian's Story
The World
8 1/2

Hollywood wise I like all the David Fincher films. and some of the already listed ones,

Scent of a woman
Green Mile
Great Escape

I would like to see Before The Devil Knows You're Dead.

Transformers 2 is great, I enjoyed the second half of the film.
#6
Its all subjective when it comes to preference, the answer is always going to be polarized like we have now, its too complex discuss the objectivity of everyones preference, nevertheless I can tell you why I made this group of decisions for this particular piece, and what factors were taken into account when I was writing for the ingame setting.

This was a piece to experiment with colour hues from more "exact" instruments like guitars and flute, irregular pitch and tempo, there is no repetition mark in the first mintue of the piece, the 2 things got repeated are the 2 note phrase on flute and bass, they are sitting on modified rhythmic fabric, each time is different, by playing slightly out of tune and tempo with the guitars, it freed the structure slightly, so it creates that unpredictable effect, I was able to move the elements around freely to suit certain needs like for the lakehouse teaser trailer, without sounding different.

Another factor was the temperature, although lakehouse may seem warm with all the woods, however some areas look like it can be quite cold, I imagine there would be some temperature changes if you were walking around in the house. By using violin bow and ebow you can get more warmer sounds out of cold instruments like untreated electric guitars, with slower attacks on the notes it gives that shift, the track becomes a lot warmer in the second half. After all the piece is supposed to be an underscore, a big techno climax is not really necessary.

I also have some faster electronic tracks for PS, its quite different from this piece, what you hear now its just a small section of the ingame music, we are saving them for later media releases.

Thank you for listening, and I appreciate your comments. :)
#7
I use cello bows a lot, they are pretty cool for bowing large metal pieces, they were a bit too big for guitars, so I went for violin and ebow instead.

I use Nuendo and Sibelius.
#8
Thanks for the suggestions, I appreciate it, I dont check the public section of the forum often, however I will definitely let you know if I am seeking for any 3rd party professional opinions.

In regard to the piece, there are no strings in the lower register, harmonics and higher register are played by flute and violin bows on the bridges with artificial harmonics from metal objects stuck to the fingerboards of the guitar ensemble. There are a few minor 2nd in there already. Thanks for pointing it out, indeed they are useful devices :)

Considering its not really a horror game, I decided not to employ common approaches like dissonant chords and clusters, its a different type of creepiness we are after, instead I had the guitars playing slightly out of tune and tempo, which is more effective in this setting, it fitted well to the minor tilt and pan movements of the camera in the lakehouse teaser trailer.

I much prefer music concrete in this senario than drones, there will be plenty of environmental sounds in the game, here is the orchestration if you are interested.

3 Fingerprints
Orchestration: 5 Electric Guitars, 2 Electric Bass Guitars, 1 Flute, Metal Objects, Electric Drums, Tabala, Ebow, Violin Bow, Virus TI

Thanks for listening.
#9
In Australia, no one is allowed to own fire arms, unless its for your profession (police, security guard etc) or members of gun club, I dont think the police can take them back home either. And there is a restriction on the length of the knives that you have in your kitchen too, any blades longer than a certain length got to be locked up.

They put the law in place after some crazy brain damaged drunk shot a lot of people dead at a restaurant years ago.
#10
Join Us / Re: Sound Design
April 09, 2009, 04:46:56 AM
Hey Simon,

Good to see you here, we will keep you updated with the internal voting process.
#11
Public Discussion / Re: EAX
March 17, 2009, 05:06:39 PM
EAX has nothing to do with the positioning of the sounds, its usually done with DirectSound3D or (these days)OpenAL. EAX is no more than just a few presets on consumer level sound cards.

#12
General / Off-Topic / Re: tech support
February 06, 2009, 07:54:38 PM
no problem, have fun.
#13
General / Off-Topic / Re: tech support
February 05, 2009, 02:33:00 PM
Most of music from CDs is encoded in 2-channel signed 16-bit PCM sampled at 44.1kHz, and DVD can support up to 24-bits/192 kHz depends on the compression. MP3s are around 10 times worse from CD quality.

The DSP on your sound cards is to do with the latency (how fast the audio signal is coded and decoded) rather than the "sound quality" itself. A good sounding file must come from a good quality source ie. coded at higher sampling rate, if you increase the sampling rate during playback is not going to make the original file sound better, instead you will get aliasing aka intermodulation distortion, in other words very much like the effects you get when you are trying to scale up a 12k jpg photo to 500dpi png or something, you will see how the pixels and pictures get stretched and flattened / distorted. Same thing with sound. Thats why it sounds "crappier" when you increased the settings.

Most of the consumer level soundcards can handle dvd quality audio playback these days, you dont need to increase the sampling rate unless you want to code / record high quality audio files, then you will really see the difference between a 20 bucks card and a $2000 card.

Hope it helps ;)
#14
Join Us / Re: Trailer Creation
January 27, 2009, 09:05:16 AM
What do you use? Avid, Premiere, Final Cut?

Do you have any works that you can show us aside from the unfinished GTA4 movie.

#15
General / Off-Topic / Re: PSP Topic
January 21, 2009, 03:09:42 AM
echochrome is fun, some puzzles are better than the others, get the european version, it has more levels.