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blubberbaleen

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A member registered Jun 13, 2020 · View creator page →

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so adorable! i really love the style of this! and exactly the right length. super picky but it would have been nice if the music segments transitioned between each other a bit (even just a crossfade) as it was a little jumpy. And the exploring theme doesn't loop on the beat so every now and again it skips, which made me snap out of the game a bit. But it didn't really matter, as it was a great little story and in all other ways the music worked really well for it!

Love this! So fun! I really like how smooth it is, and the accessories are genius. I did get to a point where I couldn't open the menu on the top right after having looked at the pause menu to fiddle, but that's fine, I wasn't in it for the money, I was in it for the cute af ducks.

omg "until it's all gone and you can have a nice float" <3

This is such a great concept! There's something really satisfying about watching those boardroom bros clatter to the floor

Yeah, the letters are randomised from different sets of characters we've worked out as you progress, so we've sort of composed the core materials for the music but how they're ordered and looped is up to the randomisation and the player's timing! Thanks for the feedback about the difficulty!

very fun! a couple sound design suggestions:

  •  try randomising the volume and pitch of the fire sound a little  each time it triggers, to vary it up a bit
  • the fire sound ends quite abruptly at the end of the clip, so make sure it fades a bit nicer and for longer
  • movement and collision sounds for the cannon, cannonballs and boxes are a great way to give a sense of real weight and material to the world
  • for collisions, you can easily do it yourself and it'll be better than freesound - record some things of different materials falling off a table onto the floor. use audacity (free audio software) to change the speed and/or pitch of the sound until it feels right for the boxes. 

but it's got the makings of a good casual game, as others have said!

Love the feel of this game, weirdly, because it should be boring but it's not. I want a lot more from the sound, though. It would really benefit from spatial audio, even just 2D. It'd be good if there were a few different night sounds placed outside the space so that it changes as you walk around the parking lot and you can hear it change as you turn. (btw, the night sounds should be muffled when you're in the office room, especially if the door is closed) And more sounds within the space too. Like a drip from a gutter somewhere, or the very soft buzzing of the street lamps. Something that gives the player little things to hear when aimlessly killing time. Like in exams at school waiting for the time to finish, hearing every tiny shuffle and breath and tick.

The other thing is, damn this is so petty but I'm obsessed with the door. The squeak when it opens should go the other way when the door closes. The squeak doesn't happen at the same place when opening/closing, since theres a little delay at the start. And the door closing sound is a bit later than the animation. There's something really pleasing about opening and closing that door in this game, being the only thing you can do to affect your surroundings, and I'd really like to nerd out and make it ridiculously detailed - like hear the little latch inside click, at a slightly random interval each time - so you just end up doing it again and again and again and again. I spent a while walking to and from the little office room just to hear the change in my footsteps.

tldr I really like the ambience of the game and the environment has had a lot of detail, and I'd like for there to be as much detail for sound.

Nice one! It would have been good to have a bit more depth with the sound/music, it was very functional. A slight change in mood or new ambience sounds depending on the type of exoplanet/space anomaly would have made me feel a bit more immersed in the story.  But I liked the decision making process and the dialogue worked well, and the art style felt right for the genre.

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Love this! stressful. it's got a good learning curve, I definitely got better at the right rate. Simple idea done well. Also just well fun.

Hey Rjomba, I've just added a new version (1.1) to the downloads that has a lot more integrated and detailed sound, in case you're interested!

💙 again, lots of stuff that can be improved with the sounds, but thank you both.

Thanks for the feedback about the sound! It was meant to be lot more full as a soundscape  - every bit of fauna and flora making sounds, the sub creaking under pressure, a more fleshed out engine sound etc. but we had originally been planning to do a webgl build so I had to cut down on the number of voices at the last minute since it was causing a lot of lag. Although that didn't end up working out, annoyingly, so I'm hoping to put a bit more back in. There was a lot we would love to add to this game - hopefully we'll be able to develop it further though. 

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EDIT: I've found projects to be a part of now, but do still get in touch for future jams!

Hi all. I'd be really up for overthinking sound design for a simulation game. Last time I was in a game jam was last year, where I meticulously recorded various materials hitting each other and rolling around on metal to create the sfx for an arcade game (https://blubberbaleen.itch.io/duel). Implemented with unity/wwise. I also wrote the music. Check that out here:

and more examples of composition can be listened to here: https://xvelastin.bandcamp.com/album/soundtracks-for-imagined-worlds-vol-1

hmu on discord if you're interested: blubberbaleen#2086

if i was better at art I'd make a whale simulator so if anybody is working on something oceanic I am 100% there

hey abdul! sorry, i was lost in my own world. my discord is blubberbaleen#2086, message me there if you're still looking x

generally speaking, there's two ways to make sounds - generate them with synthesisers (like Serum, usually controllable with MIDI), or sampling, which uses recorded sound (eg. a sound effect library, a youtube rip, your own recording of pots and pans or voice or whatever). And people tend to fall more in one or the other. I prefer sampling because I like starting with complex sounds but I use a lot of processing

not found a team so no game so far. I might start dicking around in Unity later and see if I come up with anything quackworthy. you? 

Hm, I've not used FL before. But in general, it's less about the DAW and more about the planning that goes into making a piece. If it's a score project I'd almost always start on pen and paper, and sketch out (either in words, drawings or notation) the sort of thing I'm going for. Do you prefer using midi instruments or sampling?

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For most music, Ableton. For generative/more experimental things, Max/MSP

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Hey quacks. I'm a sound artist. Still pretty new to making sound for games, though I've written and designed sound and music for theatre and installations for about six years. I've spent the last week trying to understand audio programming in C++ and it's been making my brain bleed, so I'd love to do something fun. In terms of music, my style is roughly atmospheric, uncanny, visceral, surreal, sublime and complex, as in this compilation of soundtracks put together for games: Soundtracks for Imagined Worlds, vol 1. I'd be up for trying to integrate sound in interesting ways, especially if it has something procedural/algorithmic/adaptive.

quack

soundtracks for imagined worlds by blubberbaleen

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Ah yeah, I took Crescent down because I remade it into a track for this compilation: https://xvelastin.bandcamp.com/album/soundtracks-for-imagined-worlds-vol-1. I'll edit the main post now, cheers for pointing out.

Just had a play of morning, really nice. Are you randomising the size/shape of the obstacles or is it in a loop? Either way it's really mesmerising.  I think it would be interesting to integrate sound to that. 

I've been working on this lately, sounds are just a sinewave placeholder now but the idea is you'll be able to design an environment and then create and move sounds around in it.

I've put it on drive - won't be there forever: ScreamJam2020_StretchySpookies.7z

That's strange. It's mediafire - maybe you have some sort of browser protection open that identifies it as a risky site? 

Hey all. Knocked up some [ s p o o k y ] loops earlier today while messing with some extreme time stretching techniques, and thought it'd be something people here might find useful! They're not really either soundtracks or realistic ambiences, more some uncanny halfway-point that might work well to set an unsettling tone. I've rendered them as loops so they should be good to go pretty instantly.

SCREAM JAM 2020: STRETCHY SPOOKIES.7z

Free to use for the scream jam. Let me know what you think!

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Hey all 🐳

Back when we could do live performance, I specialised in using interactive and generative audio in theatre shows (my own and for others as a professional composer and sound designer). Rather than create things from nothing [synthesis], I'm more interested in doing a lot with a little using divergent mapping. The more fluid, the better. My last show featured only voice but led us on a whole sonic voyage in a fantasy ocean. Anyway, I'd really like an excuse to work on somebody's project here who would be interested in incorporating generative and reactive audio. My home is really in abstract and experimental performance, and it would be cool to work on some non-linear/weird games, but I'd be up for anything, really.

Also, check out my soundtrack compilation I released in October, Soundtracks for Imagined Worlds Vol. 1.

cuute