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:
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:
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 :
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:
Winter often results in a hard battle against the cold, my first catch of the year is based on this striking theme.
It all start at home with the old boiler that hardly send warm in pipes:
The flow is a calcified radiator and the impacts come from vibration of a cello string, pitched and reverberated. Everything was recorded with two new acquisitions, hand made piezo pickups made by a Canadian.
It continues in the mountains around Grenoble for a night hike:
In the dark night, nothing beats better than a homemade fire torch for light.
It was made with dipped liquefied wax on toilet paper, awfully effective result!
To stay as light as possible, I only took my handy-recorder with me.
This experience has to be re-iterate equipped with my full gear as soon as possible!