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BloodSpell Development Updates

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BloodSpell Development Updates

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I forgot to mention in my first entry that I was presented a nice gift to get me started on BloodSpell sound, namely a 2-3 minute segment of foley/ambient work by the original sound designer for the project by the name of Nik. Forgive me for not remembering the backstory, but Nik was unable to continue working on BloodSpell, thus creating the opening I am now filling.

Nik did a terrific job sculpting the audio for the opening credit sequence and a minute or two thereafter in the first episode, and I was able to make use of all of it in the episode 1 tracking. With a dash of effects and some "sweetener" overlay sounds, it fits rather seamlessly into what happens around it. This saved me several hours of foley work, so much appreciated Nik!
  • I've always wanted to do sound design and foley for machinima... i've been laying down the sound design for a sims-based movie from machinima.com and it's sounding good.

    my orchestral action score leaves much to be desired though.
  • (Anonymous)
    Hey zs_overman, appreciate your comments on the audio. I'm glad that I was some help and know I shall be kicking myself that I was too busy to do Bloodspell. I'm curious to see what you guys have done with it and am looking forward to its release.
    The whole opening sequence still needed a lot of work, so I wouldn't be surprised if it required more than a dash of effects and sweeteners (don't they shrink your nether regions or something?). Also, better watch out for those quick fix fx libraries - they'll suck your soul quicker than a cooped-up ghoul (I'm only jealous). P.S. Did you end up using the dialogue I recorded?
    Best wishes, Nick Koumentakis
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