![]() However, this wouldn’t be in sync with his animations and would go silent once you walked through the portal, away from this point source. Our second phase of problem-solving was mainly centered around creating a point source of ambience right at the door that would sound as though the Ford Bot was there. Initially we just couldn't hear it until we walked through the portal, and thus was close enough to be within its attenuation range. However, during gameplay, thanks to the portal system it appears right in front of you with the massive Ford Mail Bot loudly toiling away. These offices are so far away from the central mail room in the game editor. However technically everything on the other side of that door is a vast distance away, attenuation through Wwise would say that it’s too far to hear.ĭuring development, the worst case scenario was in Ford’s Mailroom and the Dead Letter Offices. You’d expect to hear the audio on the other side of the door. The age-old scenario is walking through a door. ![]() ![]() Much of the portal tech and programming was done by Aaron Jacobs, one of Double Fine’s many incredibly talented programmers. the trickiest one being the propagation of sound from one side to the other. For audio, this creates a whole slew of problems. Many times, these portals would transpose you to the other side of a map. One of the most well-used methods was our Portals a defined “hole” which would immediately teleport the player from one area to the next. Portal To My Mindįrom the beginning, we knew and had already created a number of methods to make the player feel as though they were traversing surreal environments. ![]() The Audio Director - Camden Stoddard, Senior Sound Designer - Paul O’Rourke, Voice & Localization Producer - Malena Annable, Technical Sound Designer - Steve Green, and VO Editor and Sound Designer - Kate Kelly. Due to the nature of this game, we found multiple challenges, sometimes unique to individual levels, as in many cases what had worked in one place may not have worked in another due to the ever-changing aesthetics of the game.ĭouble Fine consisted of five core audio professionals for Psychonauts 2. From Psychedelic rock concerts to a cook show game, we find Raz encountering multiple situations, enemies and bosses. Psychonauts 2 is an exciting platforming adventure game that continues the story of Raz after the events within the 2005 title Psychonauts spanning roughly a dozen levels inside the minds of multiple characters, each of which is entirely unique. ![]()
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