Space Junkies is now live and available on PC and PsVr!
A new trailer has been created for the launch. The marketing team and our producer wanted to create something offbeat, mostly induced by the music. After some research in the classical register we have settled on “Fur Elise” from Beethoven.
To do so, we had to record a custom interpretation of this piece that carries a long ramp up in intensity and tempo:
I had a lot of fun creating the soundtrack for this new trailer. To give more insight of the work done, I have decided to share it in two ways this time:
Come back Trailer full mix:
Come back Trailer sfx only:
The game is now available in many stores, including Oculus, Steam and PS store.
If you want to hear more about the 3d sound of Space Junkies, check out this article released on our blog.
–> Space Junkies official website
–> Facebook page
Ubisoft has released a new title of the opus Ghost Recon: Willands.
It’s a tactical multiplayer shooter that takes place in the massive open world of Bolivia lands.
I have been involved to help the audio team by giving support to the talented cinematic team at Ubisoft Montpellier.
There is some selected examples of these cut-scenes where I have worked on, audio design, edit and mix:
Half life foxtrot uniform has just been released!
For the last 2 months, I have worked on this new production from Benjamin Combes, an Half life fan live action movie.
The edit was a bit challenging, the direct sounds were not really exploitable, I had to post-produced almost everything.
In this kind of situation you definitely realize how valuable is a foley artist!
It’s was a pleasure to work on this production, just one regret concerning the dubbing that couldn’t be done by professional actors in great condition.
Everybody involved in this short worked in his spare time, it’s always hard to find time and enough resources in this kind of situation.
Anyway, I had a lot of fun working on this movie!
Directed by Benjamin Combes: Youtube channel / Website / Facebook
Audiosculpt is a software developed by IRCAM in Paris which contains two majors processing kernel:
– SuperVP, an extended phase vocoder
– Pm2, a sinusoidale model analyser
It opens a wide panel of treatment and analyse with an original approach, sculpts any sound from a sonogram (FFT) and his spectrum.
There is a long list of analyses and treatments that can be combined, merged,…
It takes time to be comfortable with and requires a bit of perseverance, but then, it may become your “must have” tool to create original textures.
There is some example of material I created in the past years with this software:
I finished the year with a very interesting project, the in game cut-scenes for the DLC of Assassin’s creed Unity.
I spent a month to edit and mix several minutes of cinematic for this new chapter, dead king. It has just been released this month, have fun !
New topic of the day, hunting magnetic fields through a new microphone, the “pickup”.
It is normally designed to be placed in the rose of an acoustic guitar. I chose this one because it doesn’t need hack or welds and it is already wired.
It’s easy to hijack this microphone to captures what we are not supposed to hear, the magnetic fields around us.
It’s a perfect tool to make electric sounds. I was inspired by the work of Jean-Edouard Miclot, I advise you to listen his findings.
Beware of your speakers, there are many low frequency (50Hz)
Some takes processed:
The set-up is somewhat bulky :
Mic-> DI -> preamps -> recorder
Not really convenient to carry outside, waiting for a real bag location, I stayed at home and at work to make my shots.
A big air conditioner:
A wireless phone:
An electric heater:
Be careful if you want to do the same.
Read this article before trying.
Recording session with a new mirco, the hydrophone.
I had on that day a wide collection of bells and Tibetan bowls.
I took a trash can, put some water in it and plunged the microphone.
After a few tests nothing extraordinary, rendering under water is almost the same as in the open air.
The notes are still very clean, noiseless, no blast or parasite. It’s always good to take.
Immersing bells in water gradually, a light natural-tune yields:
A bowl with filters and pitch, it becomes more interesting now!
To conclude, I’m slightly disappointing, I was expecting to find something more original …
Extra miscellaneous records, filled bottle underwater :
I wanted to try this mic for a while to capture metallic resonances, it’s done!
Curious to see what kinds of sounds I could find, I spent my morning to play with this capsule. I used strings of different sizes (guitar, violin, bass) and Shadow 711, simple and cheap.
Pleasant surprises by attaching string pots, they serve as support to amplify and distort the string vibrations.
-A string stretched attached to a large pot, I added a little bit of reverb:
Each metal support makes a different sound. The resonance frequencies change with the size, shape, alloy, …
That gives a lot of possibilities. The most interesting currently remains the good old cooking pans. If you find other nice stands or have ideas, please let know.
-Tension string on a grater :
-String vibrating on a pan :
As part of the pre-production of a video game, I was asked to do research on a post-apocalyptic sound environment.
Here is the spitch:
In the near future, our planet is the target of an alien invasion, impressive UFO fly over cities, destroying everything around them. We are in an old apartment, the fron wall ripped open that offers a panoramic view of a devastated city:
Shooting UFO is split into three phases:
–> Loading –> Pre-shot –> Shot
This Pre-shot have two functions, it warns of imminent shooting and brings personality to these machines. The design of this sound is similar to granular synthesis, I cut small samples and duplicated it several times.
The length gives the height and reverb brings the “weight” and depth.
The Crew has just been released !
New title from Ubisoft and Ivory tower, the crew is a multiplayer open world where you can drive throughout united states.
I spent several month to sound design the 120 minutes of cut scenes. Growling monsters, heavy mechanic devices and sci-fi sounds have been requested to design original cars engines and action scenes
Here is a compilation of this work :