Posts

Final Sprint CAGD 495

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For the final spring, I used whole time to create a BGM.  Especially, I was focusing on when the chord should be changed according to the melody line in first 8 measures. After that, I was conscious to line the head of melody on each measure lines. As I mentioned before, it is first time to create BGM (song and music). So I could not finish up, I wanted to add more arranges on this. This is not a part of my major but it should be helpful in future. I applied to scoring for Video Game in Summer Arts, so I hope I can develop my music skill if I could take that class.

Sprint 6 CAGD 495

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 For this sprint, I was collecting some sound samples in the outside and made SE. For Crushing_leaves.mp3, I recorded with crushing withered leaf by hand on the side of the river in the college area. For place_item.mp3, I recorded my shoes sound. I changed effects in editing software and made it soft. For footstep_soft.mp3, this is enemy footstep sound and the ground is totally grass. So I made stump on the withered leaves softly and recorded that. For enemy_idle.mp3, I was offered to create a soft and squeak sound, so I used a same sample of enemy death sound. I changed pitch and repeated the sample. Also, I am still working on the BGM. What I am trying to create seemed to be hard, so I'll ignore melody line right now and focus on the chord.

Sprint 5 CAGD 495

 For this sprint, I created 2 short loop sounds and 1 long loop sound. I took 1 week for creating a below audio. General process is same as a previous work of Whoosh, but I combined 2 audio sources, twinkle and wind sound. Icy spell sound In other week, I made Shadow spell sound and river stream sound Shadow spell sound River stream sound I left same explanation on my card, but I'll leave it here too. I was thinking that the audio source will be stick on the particle object and loopable because the audio will be back to the beginning when player fires the spell in short span. If the other sound is triggered during a first sound is playing, a sound will be unnatural. To avoid this, I thought an audio source will be attached in the particle prefab and is not involved in the other spell. The audio sounds differently if I created a completed whole sound track of the spell. If loopable, sound volume will decrease by spatial sound and sounds natural. I was also working on the creating o

Sprint 4 CAGD 495

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 For this sprint, I was struggling to create Whoosh sound effect. When I began that, I thought that it won't be Whoosh sound because the card described just "Fireball sound". That's one of the reason why I took a long time. Secondly, I was thinking that I cannot use free sound source because I was said to do myself. I noticed that I can use free sources when I was given some free sources from a manager 2 days ago. I used free audio sources from Sonniss, SE and Ambient sounds for movie, video, and game creation. This free resources were distributed as free in 2020, I downloaded then. According to the license pdf, I have already checked that it is fine to use them as our project. Since here, I'll talk about my work details AFTER using free resouce. This is original Whoosh sound I used this sound and created sound effect for shooting fireball sound. My main goal was to make SE as "loop-able". To proceed this goal, there are several processes. 1. Not to be h

Sprint 3 CAGD 495

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       In this sprint, I was taking a long time to create the sky panorama image. I was working on Photoshop to paint images and make it as panorama. It was first time to use 3D system in Photoshop, so it took time to learn how to use it. I tried 3 new images and some did not work because of Memory storage problem. 3D system in photoshop takes up most of spaces of memory, usage will be easily full in 16GB. I think it requires at least 32 GB to process correctly.     When I begun my work on the sky, I did not know that the sky should be purple. So I change Hue and painted new cloud. This is the reason why the ground looks like a green. I understood that getting confirmation before working on is really important when the producer did not describe it in details.     It was also important to check the output should look like in Unity. When I tried to make the sky by spherical panorama, there's always a dark spot on above and the border of sky image was too clear. To solve this problem,

Sprint 2 CAGD 495

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  I was working on creating SE. I used SWave, old and free software which was created by Japanese, so it's displaying Japanese texts on each tab. I created sound with changing the shape of wave, especially changing the shape of each cycle, pitch shift, and volume. There are several track and I can mix them up to one sound effect. After that, I edited it in Wondershare Filmora. I removed noise, edited with quick equalizer tool, and added filter,  I made second dig sound with recording real sound and editing it. Jumping sound Digging sound Collecting sound Select menu I was also working on the placing props in Unity scene and general mapping of collective items This placement is just temporal for the prototype, so I'll fix them later. I focused on the LOD when I placed them.  There is no low poly model (according to a producer, she does not plan to make it), so I edited vanishing distance of objects.

Sprint 1 CAGD 495

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 This is first blog post as Level Designer in new product in CAGD 495. For the first week, I was assigned to do blockout of Faebury Wilds map (I was assigned to do Forest map at first, but it was changed later) This is my overall map of the Faebury Wilds This is a basic modular blockout models, ID colored. I was working on Maya when I did blockout because it is easier to make color, edit, and unify the size by following grids, 1m×1m for each. White: crumbled ruin light green and tall: tree black and big: huge rock gray and small: small rock red and small: mushroom light green and small: grass card green: bushes yellow: flower brown and cylinder: sidewalk logs brown and wood stump like shape: wood stump I designed as there're more materials around crumbled ruins because these are spawning area of enemies. But these are temporal blockout and placement. So environment designer will change terrain and placement may be changed later.