A sound effect, once made, doesn’t just fall into the movie where it’s found or the game engine where it’s heard. It has to be implemented. The BANG of a rifle must come from the barrel, the nature of the echo must match the environment. This is where individuals who specialize on the placement of sound come into play. Here on the SFX team over the last month, we have been working with our coding team to develop the tools needed to effectively implement our sounds into Unity. One of our engineer’s Shawn Carpenter, took the liberty to display some of this for you all!
Continuing to carve out the sonic identities of the different factions, music has two excerpts of some tracks we’re working on to share! One of our newer composers Andrea Bellucci has done some work on the Freedom Fighters recently, and this is a great opportunity to show off what he’s done!
The Animation team has been focusing on creating animations that will be used during the combat sequences. There will be many different weapons that can be used. For example, here are some attack animations with a spiked club.
Howdy, folks! The Texture Team has been working hard to get assets ready for our character creator and introductory game scenes. We look forward to providing players with massive amounts of character customizability including skin tones, eye colors, hair styles/colors, and HUGE amounts of clothing ranging from piecemeal post-apoc wear, to full on futuristic, highly tailored outfits! Here's a sneak peek of some of what we've been working on!
Concept has been busy on a lot of things, some really special things. Much of it must remain under wraps but what we can share is still really cool. We have been working on a few illustrations that can be used to show the kinds of things you can do in the game, such as exploring and hunting. A lot of these will be appearing soon.
The Organic Team's side of things has been relatively quiet. We had a huge influx of team members and this gave us the ability to get done the vast majority of all of our assets in a fairly short amount of time. All of the animals in the game have been modeled. Since then, many team members have branched out to help other teams finish priority tasks and get ahead of the curve.
Hello and welcome to the latest installment of the Razor Edge Games Dev Journal series brought to you by the Voiceover team. In the last couple of weeks we have been hard at work on some of the scenes for the settlements. There are many things you can do in the settlement, and many more things to hear! A few snippets from some of our Voiceover artists and you’ll see a preview of some of the locations we are working on! Like the Bathhouse where your characters can relax and freshen up from hard day’s work. You can also stop by and get a drink of Rat’s Piss from the bar. Build and modify some weapons in the Workshop. There are many things you can do in the Afterfall, and it’s our job to bring these characters to life. To help show you some of our voice actors work we have composed a video to showcase today. Together with the help of Jon Torres from Concept Team and Joshua Goodwin from Music Team (also a special thanks to them for the assets), we present a video story to you.
Level Design has been hard at work drastically increasing the quality of the work that we produce while plugging away at the scene list for Eden Falling. We have focused a lot of our efforts on improving how immersive our environments are, prioritizing detail and grabbing the attention of the player in every environment we create.