Over the weekend I was able to sit back, reflect and spend time on capturing variouse sound design works straight from The Order 1886 release disc. I tried to address most meaningful audio moments found in the game. Obviously, because there were so many (I have to say that!!), the materials were split into categories, each representing their sound key area.
The edited footage ended up being divided into:
- Gunplay (w/ voice commentary)
- Ambient (w/ voice commentary)
Being the only in-house sound designer representing the world of audio inside Ready At Dawn Studios, means I wear many hats, dealing with multiple responsibilities. My core duties range from being an ambassador for audio, sound conceptualization, sound design creation, audio direction, implementation and integration, feature design and development, mentorship, linear and interactive mixing.
On The Order 1886, I was lucky that there was a solid foundation of how design felt about the different pallet and sound design for each weapon! That’s always the best start – when design has a vision! This enabled early brainstorming and conceptualization for the weapon universe, back when pre-productions began in 2012. Apart from designing most of the gunfire, I’ve also spend a large amount in the field recording original materials to be used for ambient, interacts and footsteps heard in the game. The amazing work the art team has come up with on the visual representation of the game drove inspiration on my end and greatly dictated how the sound design had to be done!
Worth praising is the cinematic audio production done by our awesome publisher’s sound service group and their talented audio staff at Sony San Diego, whom I’ve had the privilege working with very closely throughout the production. Their responsibilities was recording, performing and editing foley and sound effects design (surround sound) and on-site integration and scripting support. Not to mention the extraoudenary voice and music production support, provided by the Sony Santa Monica and San Mateo (music only) offices helping with casting, direction, recording (mocap, ADR and walla), editorial and supervision.
Gameplay (w/ voice commentary)
Ambient (w/ voice commentary)