Editing Bio-Shock Infinite

This week, I focused on editing the sounds for Bio-Shock Infinite so I would have a fresh mind when it came to looking music for Rayman Legends.

My main focus was diegetic sounds, instead of trying to manipulate sounds to create a certain mood within the clip. I choose this strategy as I wanted the section to sound isolated and lonely throughout, especially with the notion of the previous games in the series.

Starting with footsteps, I tried to build spatial aspect within the clip. Then I started to build up on diegetic sounds of anything moving within the building. Once the characters are outside, I added bird song and wind so it gave a realistic feeling towards the end of the clip.

I added a small piece of music to the clip, to emphasis the feelings and emotions portrayed by one of the characters, however throughout the clip I haven’t used any music as I felt it was more effective than any music I could find in any libraries.

Editing Rayman Legends

This week, I started compiling all my sounds on to ProTools so I could start the editing process. I imported all of the recordings that I had taken earlier in the month as I didn’t want to limit myself to what sounds I should and shouldn’t use. I, also, started a session for Bio-Shock Infinite with all the recordings as well so it didn’t matter if I lost any or couldn’t remember where I had saved them to. Firstly, I started making sounds for Rayman’s footsteps. As he is the character that the player is controlling and goes through two different levels in the 5 minute section, I thought it would be the most frustrating part of editing so I choose to get it over a done with first. I quickly moved on to punching and kicking movements so I had all the sounds that the main character creates and everything else can revolve around him.

I used the sounds of a man punching a punch bag, which was laid on the bed for footsteps and downloaded a cartoon which sound as the sounds I had didn’t quite sound right. For the movements of the wooden posts I used the sound of a metal garage door sliding up and down. With any posts that landed heavily I added to punching sound at the end to give it more oomph.

For the ghosts that pop I used the sound of a condom being popped from a distance, this worked well to give the impression that they are only made of air and are not that scary. I used the same technique for the fat goblin creature at the end of that section.