У нас вы можете посмотреть бесплатно Sound Design Showreel | Sam Barnes Audio или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
Thank you for watching my sound design showreel! If you're interested in hiring me or have any relevant opportunities available, feel free to contact me via email: sambarnesaudio@gmail.com No audio from the original games is in either clip. Below I've included further detail about each clip and how I went about redesigning the audio: Ori and the Will of the Wisps (Moon Studios) For this redesign, I wanted to develop my skills in organic sound creation, and pushed myself to create and record almost every sound I used (~95%). Here are some examples of how I went about this process: Single/Double Jump - I recorded "woosh" sounds of various kitchen utensils (spatula, whisk, spaghetti server, tongs etc) to emulate the motion of the character. For the single jump I settled on layering the spaghetti server and whisk recordings; I layered these with a harsh outward breath and a recording of two pieces of paper brushing against each other. For the double/spinning jump I used the same utensils; I tied them to a string and spun the like a lasso to emulate the spinning jump's motion. Bounce Pad - I layered many different sounds: a bass thud made vocally by extending a "p" plosive sound; the spinning "woosh" from the double jump; various "woosh" sounds from the single jump; hollow airy instruments from Omnisphere; a milk churner lid being slid off; a tom drum; various metallic utensils being slid against each other; and finally a bell-like instrument from Omnisphere. Outer Wilds (Mobius Digital) For this redesign I utilised various methods of sound creation/sourcing including recording, sample manipulation, digital synthesis and internet-sourced samples. For example: For the sound of the rockets I layered various textures and samples including a fighter jet take off, a recording of me blowing a hair dryer straight into the mic, airy/fiery textures and instruments from Omnisphere and a bassy rumble. For the sound of the character putting on the space suit I recorded various cloth sounds (utilising two coats and a softer jumper) and layered those with recordings of two different belt buckles and two zips, and a sample of air hissing followed by a click to signify the helmet sealing.