top of page

Below I have videos and descriptions of sounds that I have made and implemented using the UDK Dev. Kit. 

Brain and Zombie (BaZ)



For BaZ, I helped to design sound FX, as well as compose the music. Here is a link to the site, as well as videos and a link to the game!



http://www.brainandzombie.com

Try the game for free here:

https://itunes.apple.com/us/app/brain-and-zombie/id588170065?mt=8

UDK (Unreal Dev Kit) Implementation

This was for my Advanced Interactive Audio (AIA) Class. I chose to replace the Shock Rifle sounds available UDK.

The Shock Rifle is a gun that looks to have a lot of electricity to it, hence the name, Shock Rifle. 



For the pick up, and lowering of the gun I actually recorded the sound of an electric nose hair trimmer. I then layered that with one of the synthesizers in logic to give it more of a robotic sound. For the lowering of the weapon, I reversed the sound, in logic, then pitched down slightly to give it a little bit different tone.

 

For the main fire of the gun, I used one of the pre-programed synths available in Logic. I found a kick drum sound that I liked and changed some of the variations to make it sound almost like a laser. I didn't change too much as to keep the punch of the kick in there.  

I layered it with a couple of different electricity sounds that I had found on freesound.org, and put the two together to sound like the guns primary fire. After finding one that I liked, I bounced it, then changed some of the volumes to give it a slightly different sound. This way, when you fire the gun you don’t get the exact same sound over and over again.



 

For the secondary fire I  found a really cool sound in one of my sound libraries that I had purchased that I felt would be very unique for the shock rifle. I layered that with a couple different electricity and Jacobs ladder sounds that I had also obtained online, and found that It worked well for the electricity ball.

For the impact of the ball I used a little bit of similarity in the sounds, but added a little fizzle sound that made it sound like the ball was fizzling out.



The last sound to make was when you shoot the electric ball with the primary fire. This sound is the biggest for the gun, so I tried to design a pretty big sound for it. I used some impact sounds, a hand grenade to give it a good punch. Then, to give it the characteristic of the shock rifle gun, of course some electricity and static sounds as well.



For implementation I used the August 2011 build of the UDK Engine. I created sound cues and SoundNodeWaves to implement the sounds into the actual game so that they can be heard.

I loved doing this project and making the sounds for this particular weapon. There was a lot of futuristic tones as well as earthy electric tones that were really fun to listen to and layer together to create something that is unique.

 

The following videos are from my final project for Advanced Interactive Audio. I replaced all of the sounds available in the man Lava Mine available in UDK and replaced them with my own using sound libraries, field recordings and even recordings I did using my laptop. The map, Lava Mine, has a lot of interesting sound requirements, as well as some great earthy tones.

bottom of page