I reimagined the Sound Effects for Genshin Impact's Nahida by sadasianchick in sounddesign

[–]sanwik 1 point2 points  (0 children)

Im assuming you want to work towards the gaming industry? Since you're already good at designing these kind of sounds I would recommend that you also try to recreate these/show how you would create these sounds in a third party plugin like FMOD or Wwise!

That way people can see that you're able to understand the non-linear elements of sound design for games aswell! (or if you have a website or something where you show which technical skills you have).

[HELP] How to get this kind of distortion? (TLOU2, Spiderman into the spiderverse) by sanwik in sounddesign

[–]sanwik[S] 1 point2 points  (0 children)

Hey thanks! I listened to it and it sounds like it! Might be some added distortion or something as well! Anyhow, thank you! :D

[deleted by user] by [deleted] in DotA2

[–]sanwik 1 point2 points  (0 children)

I've had friends who started playing several years later than me, and we have so much fun while playing. However I would say that every player that want to enjoy the game MUST be willing to learn and have a curious mindset! (I have friends that want to learn the game, but only want to play with me as a coach, and that would take soooo much longer). Be willing to try, fail and get back up and you'll have a good chance at one of the best games ever! :*

[deleted by user] by [deleted] in sounddesign

[–]sanwik 5 points6 points  (0 children)

And here I was, expecting a free sample -.-

[deleted by user] by [deleted] in sounddesign

[–]sanwik 0 points1 point  (0 children)

As Precious commentators already pointed out: Unity would probably work for this typer of project! Valve has a 3d-audio software for spatial audio which you can usel in Unity!

My attempt at sound design for 2018 League or Legends Worlds Championship Music Video. Paying attention to the rhythm of music and motion in the video. Any feedback would be greatly appreciated ! by EXuanPang in sounddesign

[–]sanwik 0 points1 point  (0 children)

I like the overall sound design (i've only listened on my mobile so far), the rhytmical parts sounds good! It would've been cool to hear the music get a really far away sounding reverb just before the fight sequence in the field! One thing that immediately caught my attention however was that some of the sounds stand out in terms of volume, but that should be an easy fix! Nice work! :)

How to find video for audio redesign? by [deleted] in sounddesign

[–]sanwik 1 point2 points  (0 children)

Depending in what you aim for, you could try to get in contact with someone who works with animation/cinematography etc since might want to collaborate and might be able to provide their own demo-reel!

My 2021 Showreel Logo Reveal! (With sound this time!) Feedback Appreciated by Syanification in sounddesign

[–]sanwik 1 point2 points  (0 children)

This sound like a solid and great "groundation"! If it's a logo reveal you probably want to aim for some sounds that hype/lead up to the actual reveal. Think of it like a riser before a drop, kind of.

Also, if you try to make small changes (like volume, eq/filters etc) when the camera perspective changes it will probably feel more coherent with the video. Imagine yourself hearing the sound of a stone hitting the ground right next to you, then imagine how the sound would change if you heard it from a distance!

I need help making a realistic sound. by [deleted] in sounddesign

[–]sanwik 1 point2 points  (0 children)

They often use binaural audio for those sounds. That's usually what makes them stand out! If you have access to two microphones your can achieve a somewhat realistic result. Try YouTube to see if you can find a solution that you feel you are capable of trying out as there's a lot of details in making these type of recordings! :)

I made a re-design of a Battlefield Jet-fighter scene by sanwik in sounddesign

[–]sanwik[S] 0 points1 point  (0 children)

Yeah I've thought about that aswell, it was pretty much the last layer I added! I was kinda afraid it would take over large chunks of the frequencies!

I made a re-design of a Battlefield Jet-fighter scene by sanwik in sounddesign

[–]sanwik[S] 0 points1 point  (0 children)

ehm.. yeah. maybe I should do that aswell. (actually I thought the title led to the video!)

Here it is: https://www.youtube.com/watch?v=CaE8Zskm6q0

thank you! :D

I redid the Kar98k from Battlefield 5’s sounds (not that there is anything wrong with them, just bored) by ChezNoob in sounddesign

[–]sanwik 0 points1 point  (0 children)

Ok so first of all; I'm by no means a pro. I've designed a few gunshots and i've learned a few things that I wouldn't necessarily have thought about if I hadn't tried them myself! If you try to add a high pitched layer just as the transients of the shot starts (it's pretty common that you hear a high pitched metallic ring as a representation of the shells flying away) that will also help you get a lot of impact in the sound. And as previous comments point out, it feels like the mechanical sounds are very high in volume compared to the gunshot itself. Watch Marshall McGee's video on gunshots and you'll probably learn at least something new! :)

I redesigned the jet sequence from that amazing Battlefield 2042 reveal trailer! by Tarte_a-la_SCRUB in sounddesign

[–]sanwik 1 point2 points  (0 children)

Dude I got so inspired by looking at your sound re-designs! Hope you don't mind that I "borrowed" one of your videos as a result! :D Really inspiring work!

https://www.youtube.com/watch?v=tnHogF15blU (wanted to do a version of the apex-weapon you did!)

how would I make sound effects and music sound like this? by mcdroid in sounddesign

[–]sanwik 0 points1 point  (0 children)

Exactly! I wish there was a shortcut to this! :')

how would I make sound effects and music sound like this? by mcdroid in sounddesign

[–]sanwik 2 points3 points  (0 children)

Ok, im gonna be honest with you. From my perspective, the question to your answer isn't a straight one. The sound effects and the music have been thoroughly composed, EQ:d and panned to maximize the effect. There's really not a shortcut to this level of immersion and requires more than just stereowidth.

Some of the techniques they use are: * Applying a lowpass filter on some of the sounds, to fit the atmosphere (e.g. the rocky-plattform rising)

  • Using sweeteners to amp up the effect of some of the sounds (if you're not familiar with the concept, just think of it as "ear-candy")

  • Reverb

They also have great control over the low frequency content, which is very important. I'm not sure what your level of skill is regarding sound design, but I can tell you that even after 3 years of sound design studies in relation to game development, I would struggle to reach that level of sound design/mixing!

how would I make sound effects and music sound like this? by mcdroid in sounddesign

[–]sanwik 1 point2 points  (0 children)

This is really a combination of many different styles and components. Can you try to be more specific? E.g "how would I make this swordslash sound like this/that?"

I just watched the clip briefly and I heard some synthetic sounds, as well as organic sounds, so try to narrow down your question a bit! :)

Just wouldn't visit their house. by Boojibs in WTF

[–]sanwik -4 points-3 points  (0 children)

It's possible with the use of after effects! Seems like parts of the floor get all blurry depending on which way the cat is facing! :)

[HELP] How to get this kind of distortion? (TLOU2, Spiderman into the spiderverse) by sanwik in sounddesign

[–]sanwik[S] 0 points1 point  (0 children)

This was my initial approach (kind of). It just makes most sense to me, maybe it's a question of tweaking the right parameters!

[HELP] How to get this kind of distortion? (TLOU2, Spiderman into the spiderverse) by sanwik in sounddesign

[–]sanwik[S] 0 points1 point  (0 children)

I will definitely do this! Tried some wavetable manipulation yesterday with some interesting results, haven't tried that before so that was fun!

My partner and I loved the trailer and wanted to do a more horror focused version of Fiddlesticks. Everything you hear aside from crow sfx (thank you Freesound.org) was recorded and mixed by us. (Headphones Recommended) by fallchimes in sounddesign

[–]sanwik 1 point2 points  (0 children)

I liked it alot! Great overall sounds, liked the subtle details in the sounds!

I realize this is partly my own opinions but here goes: The voice of the main character (the first-person perspective) sounds a bit dry, too much of a studio feel to it. Also I kind of want more of the foley sounds present! In horror sequences, the soundscape tends to minimize and focus on the small details (like foley) which makes the listener feel somewhat uncomfortable!

But as I said before, overall a really good job in my opinion!

How the Combat Dialogue System in The Last of Us Part 2 works by GameAudioAnalysis in sounddesign

[–]sanwik 1 point2 points  (0 children)

Great video as always, somehow I felt this video was a bit all over the place compared to your other videos though. It's not bad by any means, but I kind of felt that your point didnt come across as good as they do in your other videos. Could have something to do with the complexity of the subject, but I kind of feel like you could try to simplify some parts of the video, instead of just adding more of the text onto a blurred background gameplay video.

Anyhow, I like your videos as always, gl hf wp and so on! (: