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 :
Feeling Nothing is a short film made by students of ESIA 3D.
Sound editing and sound effects were mostly recorded and produced with the help of Martin Weissberg. We did this project only for fun.
Did you liked? Go check out their facebook page.
Music composed by : Erwann Chandon
Directed by : Davy Dumartheray, Maxime Kuppert, Alexandra Latour, Amandine Popolare et Laurent Dietrich
Last month, AVID france and ACFA school organized a sound design competition followed by a conference on sound design for video games. This event was hosted by many French and Canadian Audio directors.
The competition took place in the school premises, the goal was to achieve a sound fiction in 3 hours on a specific theme. To our disposal a small collection of sounds and Pro-tools without additional plug-in.
The theme was “Top secret archaeological excavations. Opening the sarcophagus a sound virus escapes, the transformation is immediate and inevitable.”
Here is my creation that won the first prize:
ZombiU is a survival horror game developing by Ubisoft Montpellier.
It will be released simultaneously with the new Nintendo console, the WiiU.
This week in Germany, it’s the Gamescom, one of the biggest video game event in Europe. A trailer was realized for this occasion.
ZombiU: Sound edit and design :
The official website of the game: http://zombiu.ubi.com/zombi/fr-fr/home/index.aspx
Facebook page: https://www.facebook.com/zombiugame
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 :
A big challenge was given to me last month, revisiting the Ubisoft logo.
New game, new brand, ZombiU merited his signature sound.
The first step to designing this logo was to define this dry and organic texture.
I got the material needed by abusing various branches and vegetables.
The musical touch came at the very end, it’s violins deformed by Audiosculpt.
Only one thing was missing, the resolution, melodious and discordant bells reminiscent of the original logo.
After many hours of work and iterations, here is the result: