Also not to diminish audio design in TUNIC, it's amazing, but it was done by Power Up Audio and great professionals and is from different league compared to smaller indie-games where audio is done by one person or the solo developer.
@MarshallMcGee Жыл бұрын
I totally agree! This is really an important point you're bringing up here and I should have addressed it in the video that's honestly just a big oversight on my part. There's a big difference between a single dev like ConcernedApe making Stardew Valley's sounds from scratch and games that outsource the help from a group of experienced sound designers like Tunic. Ultimately the games we think of as being "indie" titles because of art style or direction are all made by hugely different team sizes with different access to money and resources. Maybe someone has done a good job defining the term and I'm just unaware but I often struggle to understand what an "indie" team is myself. I wish I'd found a way in the video to highlight this point but nonetheless glad that it came up in the comments. With that being said I don't think there's any cohesive relationship between quality and team size. Large AAA teams can make terrible games and likewise tiny dev teams can make some of the best art any of us have ever seen :)
@ultimaxkom8728 Жыл бұрын
@@MarshallMcGee *+Respect*
@FugaceFugite Жыл бұрын
While this is true, not many people worked on it, and they worked very closely with the team behind Tunic. I think it's still relevant to the topic of the video simply because of how incredibly tied to the game the audio is, it's not just some sound effects but they really were after specific things to support the game mechanics, visuals and story. There's a GDC on the making of the soundtracks and effects by one of the person who worked on it, I highly recommend watching it ! Though beware it's very heavy on spoilers so if you care about have a pristine experience playing the game and aren't already spoiled about everything there is in it, maybe go play the game before hand haha.
@MudakTheMultiplier11 ай бұрын
@@MarshallMcGeesimilarly, while Dave the Diver is made by a relatively small team, they are a fully funded subdivision of Nexon and are most certainly not indie despite what the game awards tried to say.
@Mindstormer11 ай бұрын
Tunic music was done by a solo person the dev brought onto the project. There was about 3 people total who worked on the game. The main dev worked on everything except the music which he had been done by one of the other two people. The third person helped with world design theory but from what I understand he just took advice from them and he did the work. So really a total of two people worked on the game. This came straight from the creator. Anyone else who was credited was the team who published the game which is marketing and whatnot. (And of course the people who funded the game)
@geordilathor Жыл бұрын
The sheer amount of individual sounds that were recorded for the indie game, Unpacking, is worth a mention. The devs used 14,000 audio files for all the different items you can unpack and the surfaces you can place them upon with multiple variations for each combination i.e. "Here's what a bottle of shampoo sounds like when you place it on a carpet, a desk, a counter, a bathroom floor. etc. etc. and here's at least 3 variations of each sound." An absolutely incredible amount of foley work for a cute, little game about unpacking boxes.
@jesusasecas11 ай бұрын
I just came here to say this, but @geordilathor explained it much better.
@Lonewolf-ei5yv8 ай бұрын
Damn! And that was an indie game?? If this much effort was put in a movie, it would have getting a Oscar for sound design for sure!
@rockerzane5 ай бұрын
The effort was 100% worth it too, because that game is so incredibly satisfying to play thanks to the sound design
@nitroanilinmusic Жыл бұрын
Two words: Hollow Knight. You can almost *smell* the area you're in because the ambient noise is so spot on.
@Nightoyl11 ай бұрын
Yoooo it's crazy!
@nitroanilinmusic11 ай бұрын
@@Kamawan0 idk, i played it all with headphones
@kiveynen11 ай бұрын
The character voices were spot on as well. As they don't aaaactually speak, I guess you could put them under sfx :D
@dbappio10 ай бұрын
doma doma doma
@acorngnome10 ай бұрын
Okay, but the Deepnest sounds are disturbing.
@PacdemonStudios1 Жыл бұрын
Personally I've noticed a lot of indie developers were or are also indie musicians, who probably approach the task of sound design differently.
@hazelcrisp11 ай бұрын
And for smaller teams or even AA games. They sound team and composer usually work very closely. So they can have more attention to detail or easier to change things. So when it comes to making interactive music or sounds it's easier to implement.
@ethnicalbert3 ай бұрын
Pretty much all sound designers have played instruments to some level. Like maybe 80-90% in my two decades of experience :)
@johnnyfellin5094 Жыл бұрын
Tunic's sound design is so intricate there is a hidden language within the sounds themselves. It's wild.
@IsHeHigh Жыл бұрын
I watched that whole talk and was literally leaned forward the whole time. That dude is crazy
@insertaghere Жыл бұрын
@@IsHeHighcan I get a link? Is it a developer talk?
@IsHeHigh Жыл бұрын
@@insertaghere It's a GDC talk about the audio of Tunic, I couldn't find it with a cursory search... But I'm certain it's the only thing Power Up Audio has done on the GDC channel anytime recently (at least in terms of free public releases). You'll have to dig a little to find it, but the talk was about how the ENTIRE system of sound is linked together.
@boserboser687011 ай бұрын
@@insertagherejust look up "tunics 2nd language" the final postgame puzzel in the game ends with you getting a url link to a roseta stone the translates the ingame conlang into a musical format
@Roccondil11 ай бұрын
I wouldn’t be surprised if the SFX that plays when you save, actually says “Save” in the tuneic language.
@othrsdmusic Жыл бұрын
I really got reminded of Rain World with the rain sound from Dredge. Sounds of everything from the signs of rain starting to the immense rain itself is unsettling to say the least.
@Teflora Жыл бұрын
I got a lot of compliments for my plant destruction sounds for CrossCode. They are oddly satisfying and you don't get tired of them, but they're also such a "minor" sound haha It's really cool when people say that tho, when they do appreciate the little things
@MarshallMcGee Жыл бұрын
I have 120 hours in Crosscode lol one of my favorite games of all time
@Teflora Жыл бұрын
@@MarshallMcGee oooh that makes me happy!! Keep a lookout for our next game "Project Terra", I will do sound design again and I feel like I got much better now!
@MarshallMcGee Жыл бұрын
@@Teflora That's so awesome! Shoot me an email maybe some time I'd love to learn how you work and see what you guys are doing :)
@georgiahokie1994 Жыл бұрын
I love CrossCode. I started playing back when it was a demo on Google Projects or something like that.
@FBracht11 ай бұрын
And I’m playing through CrossCode right now!
@johnsmith532 Жыл бұрын
Pretty cool video, sound design is something I don't pay much attention but every time I watch one of your videos I really appreciate the work and craft behind it.
@joelo7135 Жыл бұрын
Came here to say this
@alouped Жыл бұрын
You don't notice it... But your brain does!
@Optimus9711 ай бұрын
Three words: The Stanley Parable. It's almost DEVOID of stock sound effects, and its sound design it perfect.
@dudeofdudez12 Жыл бұрын
My favorite guy be spitting out bangers like no one's business
@notnotdynae Жыл бұрын
i know if fits the design styles, but id be more mindful of including Dave The Diver as an indie game. the big south korean company Nexon absolutely cant be classified as indie, and even the team themselves have said they "don't consider themselves indie, their game just has those vibes"
@huggybeats Жыл бұрын
It's also crazy like the game awards for example didn't really check and so Dave the Diver is nominated in the Best Indie Category. Would be a shame if it snatches the price away from real indie titles.
@Willie6785 Жыл бұрын
@@huggybeats tga is a damn joke anyway
@blvckl0tcs75011 ай бұрын
@@huggybeats they let it takes two beat god of war. they arent credible.
@jorrdan.11 ай бұрын
@@blvckl0tcs750i mean those games are completely different but do a great job accomplishing what they go for. Kinda hard to choose a fair winner or even compare them in that case imo
@JamesButlin10 ай бұрын
Yeah the video talking about small teams and showing Dave the Diver footage behind it was a little tasteless. I'm going to assume it wasn't known though
@mimisaiko Жыл бұрын
Team composition, responsibility distribution and revenue share are the hidden aspect that actually allow audio people to work more efficiently.
@goodboi63294 ай бұрын
My favorite sound design comes from library of ruina, the dice sounds, the pages flipping, the sound of each attack, the abno pages, every sound is just so satisfying
@DaneSmith-d3q Жыл бұрын
I would love to see some content about how you approach sound design and get over the "blank canvas syndrome" . Often the hardest time i have with sound design sometimes is finding a starting point that gives the feeling of "oh i can do this", especially with things out of my normal wheelhouse. Also would love to see some of your more unorthodox techniques that you use regularly, weird things life the eq chain in your anime video, etc.
@mjpierluissi Жыл бұрын
I know I'm not the one you want to hear from, but something that has worked for me in the past is thinking about the physicality of the sounds. Designing something to be "physically accurate" will be enough work to enter a flow state and jump start the conceptual part of my brain and I can get more creative. If it's something that can't exist in our world, how might it physically manifest in the game's world? Sometimes doing this I end up keeping some of the bits that represent the physically correct aspects to worldize the sound, *if* the game asks for it! Again, my personal take on getting out of the slump. I would also very much like to hear what Marshall would say to this!
@DaneSmith-d3q Жыл бұрын
@@mjpierluissi Thanks this actually helps alot! I feel like normally I can always hit the ball close to what I had envisioned, but recently I tried to do sound design over footage over the new teased overwatch hero (Venture) and her gun's reload had me stuck. It had some mech elements and her whole thing is sort of digging/spelunking so felt like those needed to be accentuated, but then it also had typical overwatch futuristic beam looking elements, etc. and no matter what i did i wasn't happy with it. I'll have to circle back and try it out with this technique!
@fearsomefawkes672410 ай бұрын
I'm not a sound designer or expert. I'm just a casual gamer who also appreciates Foley artists. I'm much more impressed when I learn a sound is one or two simple elements. Sure, there are times where a perfectly balanced mix of 20 different samples might be the right call, but I personally think it's a lot cooler to learn that the unsettling bone crunch noise is just someone biting celery. It seems much more creative and makes me look at celery different 😂
@blindcinema_ Жыл бұрын
Is it christmas morning? Might as well be with another banger video
@niklasnahl Жыл бұрын
Very interesting video as always Marshall! I rarely write comments on KZbin, but I just wanted to show my long-time appreciation for your content. I work as a game audio teacher at a University in Sweden and the topics of your videos are perfect for students learning about sound design, regardless of prior experience. I especially like your take on the pickaxe sound in Stardew Valley and that the most effective sound material may not come from the literal object at all. Usually, I find it’s better to focus on sound characteristics that works with the intended sound effect. That’s why I rave about door sounds a lot (which has become somewhat of a meme at the school) because doors have such a broad spectrum of sounds, and every door has a unique character. For example, I do a recurring demonstration where I redesign one of the shotgun sounds in Resident Evil 2 Remake with the following sound material: Transient: Kick drum Body: Small car door + Ambulance door Top layer: Piggy bank rattle Decay/Tail: Car pass by Of course, there’s a bit of processing on the individual tracks and groups but the overall mix between these works as a starting point. So, it’s very liberating as a sound designer not to be restricted to the literal object but to sort of ask yourself: “what does a shotgun sound like?” and try to find the sources that evoke that feeling. So, I’ll definitely recommend this video to my students! 😊
@SilvaEshOnFire8 ай бұрын
What sound soft where do you recommend to make/edit these sounds?
@niklasnahl8 ай бұрын
There are a myriad of audio software out there that allows you to edit and design sound effects but, just like Marshall, I mainly switch between Ableton Live and Reaper. But I would especially recommend using Reaper for Game Audio because of its flexibility and editing capabilities. It can be a bit daunting at first but there are a lot of beginner tutorials just for Game Audio :)@@SilvaEshOnFire
@mastakilla2253 Жыл бұрын
Thanks, Marshall, as always for the great video! I've been pondering this topic for a couple of weeks now, and I absolutely agree. I find beauty in the simple sound of everyday things and hear something wonderful in it
@WangleLine Жыл бұрын
Hell yeah. I love indie sound design. There are so many hidden gems in there
@ocean-hg8be Жыл бұрын
there's this little indie game with awesome sound design. I think it's called Viv-ed Airy or smthn
@nyuh Жыл бұрын
@@ocean-hg8be oh yeah iirc you can wishlist it on like this one weird game distributor? i forgot what its called but it has somthing to do with water vapour i think
@crancpiti Жыл бұрын
I love the sounds in HOB. The game rewards the player for completing an area with an intricate cutscene that just feels so satisfying to see and hear;
@JimmyMMcGill6311 ай бұрын
I loved Inscryption’s sounds, when you put the cursor on the cards, they made so satisfying noises.
@wariolandgoldpiramid11 ай бұрын
more examples: in Dicey Dungeons, I really love the sound effect of clicking a locked dice. It's a dice you can't interact with, so have no reason to click it, but it has such a nice metallic sound effect. And in Unpacking, I really love the sound effects of opening and closing all the closets and cabinets. They are incredibly homey and cozy - which is exactly the vibe the game wants to be, and I love them.
@lapiswolf2780 Жыл бұрын
2:40 That popping sound reminds me of the pops in Townscaper whenever you place or destroy a structure piece like a building or path.
@PeterTMusic Жыл бұрын
Great video, man! One game that really captivated me sound design-wise was Sea of Thieves. The rain sounds and creaky rocks for the grey areas, or the super spacious seagull cries when you’re on a white sand beach. All of it adds to the perfect atmosphere!
@kiantan5153 Жыл бұрын
The sound design and music of Siege Engine boss fight in Tunic deeply shocked me while I was playing the game, it's one of the my best sound experiences of battle scene.
@tomwhip Жыл бұрын
Just discovered this channel and it’s quickly become one of my favourites!
@BrunoValads Жыл бұрын
Unpacking is great example of dedication in getting the correct sound while making sense to the game art style. I also love Two Dots (Android), because the audio design is completely tied to the level music, both made by amazing experimental .musicians
@r33mickey10 ай бұрын
I'm obsessed with that one scroll menu sound in hades, its so satisfying! I think bc it has a musical pitch
@Tamed_Delirium10 ай бұрын
this video was very well done and I totally agree with what you had to say, I'm mostly a casual gamer but I always love attention to detail and little things like sound design. Makes me very grateful to have the gift of hearing
@DesignFrameCaseStudies9 ай бұрын
Comparing audio clips is a nice detail. Great video!
@mateuszwywrocki16037 ай бұрын
such a chill episode, really feels like the whole video is just super satisfying ASMR haha. GJ!
@TriCombStudio11 ай бұрын
Excellent video, subbed. I clicked on this because I loved Tunic's sound design. Looking forward to seeing more content.
@WarjoyHeir11 ай бұрын
Just 2 minutes in I felt that your channel is top quality and subbed! 4 minutes in and I feel assured I made the right choice. Can't wait to get into more of your videos!
@MarshallMcGee Жыл бұрын
kzbin.info/www/bejne/eHexnZJ9o6tgnaM I did a remix for the H3 remix contest last week that wasn't selected for the show but thought I'd share it in case you guys want to hear it!
@exojay_11 ай бұрын
Love the potion craft example, been a long time fan of the game and its sound design is sooooo satisfying.
@coilovercat11 ай бұрын
as a sound designer, I think I'll offer my two cents: it seems like with smaller, sometimes single-person teams, Indie games tend to have a "less is more" approach simply because they don't have the manpower to pump out a crazy, sci-fi, fm-to-sync OTT-laiden, ultra-compressed masterpiece, beacuse they simply can't. And that's not bad. If you sat me in front of the sound design from a game like borderlands and asked me how to recreate it, I would look at you and laugh. I don't have access to actual firearms like that dev team did, and the cool sci-fi noises are really just the right combination of wavetable and fx, so recreating them accurately is nearly impossible. An indie dev team usually doesn't have the resources to do something crazy and over the top, and if the team doesn't have a dedicated sound designer, hiring one is probably out of the budget. Thus, there is one solution that everyone likes, and everyone can enjoy: Foley sounds. Foley is where you take stuff from real life and then interact with them in a way that produces a sound that you want. Anyone with a smartphone that's less than 10 years old has a microphone good enough to record audio, and having fun in your kitchen making fun noises with all of the tools that surround you creates a super cute, down-to-earth feel that a lot of people resonate with right now. Think of it this way: AAA games are like the dubstep of the sound design world. They have super complicated pre-rendered, insanely contrived and complicaed sounds that have been post-processed to shit. Indie games are more like early dubstep from the likes of coki, sleepnet, joker ,and skream. the production on songs by those people are a lot less complicated, because why would it need to be? at the time, from 2001-2007, the techniques people use nowadays to make modern riddim and tearout were simply out of the picture, so artists just didn't do it. Sound is shaped by your enviroment, and with video games, this still reigns true.
@retro.spectral4 ай бұрын
I like this type of analysis. I've been delving into sound design lately, having been a musician all my life, and it can be demoralising to watch gear & tech enthusiasts showing off their starship home studios and AAA sound libraries; not much convinces me that video game sound design is just access-to-gear-and-software privilege.
@LeoPerantoni Жыл бұрын
"Implementation is part of the design", these are such important words!
@lucdercourt9791 Жыл бұрын
Good vid, bt to answer the title : they don't. Most indie games have very minimal sound design, and the only reason we think otherwise is because of biased povs. We only ever bring up SD when it's outstanding (already 5 different pieces of content on tunic alone accross the web, probably following the GDC talk), therefore creating a false image of perfection. Anyway love your content.
@Agentflit Жыл бұрын
I'd love to hear about who inspires you and what/how you learn from them. I would also love to learn how you organize your personal library of samples
@Vunsunta11 ай бұрын
I very much appreciate your contributions to the art!
@AetherXIV11 ай бұрын
you put a ton of work into this and it was really helpful to me as a hobby gamedev
@ClawsOfAFreak11 ай бұрын
Game with amazing audio design at least in my opinion is against the storm. As a game where everything revolves around cycles of rainfall you start out having just very chill musik with some "raindrop notes" but in. you open a glade an you get a choir simulating the villagers awwing at the new discovery, so everything verly relaxed good audio ques to tell you when something happens... until the storm hits and the music gets more threatening even more so when your villagers lose their resolve. mix that with your time limit of the round and the sometimes less than perfect conditions you find yourself in and it really draws you in. there have been many times where after storm season was over i breathed a sigh of relief and tried to improve my village for the next storm so i wouldn't have to deal with its consequences
@yevheniihryhoriev6870 Жыл бұрын
Simplicity is a key! love your videos!
@ghabrielF Жыл бұрын
I have no idea what questions I should make regarding this course, but I definitely need it!
@shan13922 ай бұрын
Instantly subscribed. So glad I stumbled upon this channel. Really great work man. Keep making more content pls! :)
@edarddragon Жыл бұрын
great vide man this is dope! keep it up i played through the whooole game of dredged and i didnt even notice these sunds!
@mhamusic. Жыл бұрын
Almost all of the games in here all some of my all time favorites
@flamespire2235 Жыл бұрын
Would love to see exactly what ur workflow looks like in that video, like after introducing us to everything u design seomthing small in real time, because all of your videos on patreon have u explain once it's done I think it would be nice to see ur design process as it happens. That being said designing sometimes takes hours if not days or weeks so it would have to be for something small and it wouldn't be perfect but I'm sure it would be intresting !!
@JazzInATinCan Жыл бұрын
Great vid as always, Marshall. I'mma play tunic, sounds incredible.
@baggonotes11 ай бұрын
What a great video! I particularly loved your analysis on Dredge, which might also be because I love that game. I’m interested in what you think about audio tools used more frequently in Indie Development versus tools in the AAA realm. Are there any that come to mind? I feel like some tools that were more scarce for Indie developers and were more common in AAA have become accessible to beginner developers in the past years!
@TheNoodleBrownie11 ай бұрын
As always, such a well produced and insightful video
@rvggamer476510 ай бұрын
rain world does a really good job of using sound to make the world feel a certain feeling
@nepu47 Жыл бұрын
As a korean, Please stop labeling Dave the diver as an "Indie" game. It is developed by Nexon, which is a very huge & infamous company mostly making mmorpg. It is technically from "Mintrocket" but it is just another studio from nexon, not a fresh company. It is just new brand for them. So, Even though I respect their approach to make a single-play low-budget game as a sub project, Dave the diver is not an indie game at all. So, Of course Dave the diver is polished like a shiny silver plate because it is from Nexon. Does anyone call "Child of Light" made by ubi soft as an indie game??? If there are someone who calling "Child of Light" as an indie game, I would accept that they call dave the diver as an indie game. Otherwise, plz, stop talking dave the diver as an indie game.
@beiming6048 Жыл бұрын
I read somewhere that when Link cooks,the tunes he hummed are based on loads classic Nintendo games music.
@shingshongshamalama11 ай бұрын
"What's the most threatening rain sound?" Ominous rumbling.
@lukabrasi00111 ай бұрын
Wall of text incoming: Whenever the topic is brought up i'm always mentioning how back then in the PS1 era, general sound design and music composition were always top notch and memorable because the dev teams needed that extra oomph that shoved the experience to a higher level with the limited graphical capabilities that these consoles usually offered. take a look at the PS1 games like Medal of Honor and it's sequel MoH:Underground The soundtrack of both games kicks the notch up to eleven setting mood, tone and atmoshpere to the otherwise sometimes grey and dark levels, the sound effects of the guns and foley interactions between the objectives and level objects is satisfying, since the game is made by dreamworks and is family friendly, the feedback you get from hitting your enemies first and foremost is sound, then the rich variety of animations. when you hit someone on the helmet, a chunky metal DING signals the helmet popping off of their heads, or a smudgy chafing sound when a bullet hits the body. when hitting wood you can hear the fibers of the wood getting split apart and when breaking said wooden objects they break apart in a fascinating over the top manner with chunks the box or crate flying all over the place with audio complimenting the visual side of things. The sound design in both Medal of Honor games felt like you were playing a movie in real time, and the foley team did an outstanding job at creating the sounds for the main menu as it is a VERY intricately crafted interactive menu, the options menu brings up a table with a morse machine, a typewriter or box records and notes as options, you can highlight each option and pressing X on them plays the sound you'd expect from them instead of settling for a generic sound for entering different menus. I highly recommend checking them out a few more great examples are: Small Soldiers (PS1): again, great soundtrack that fits the fantasy tribal mood set by the movie's tribes, very nice stylized sound effects which suit every action, didn't do my research but in memory i remember the game felt like a tribute to Spielberg's hollywood sound design which is always nice, because 90's hollywood is something that needs to come back audio-wise Spyro the Dragon games: just all of them, the general atmosphere of the levels and it's ambiance where sprawling open areas are filled with sounds of birds chirping during the day or crickets and fireflies during the night, with the soundtrack complimenting each mood whenever or wherever it takes place Metal Gear Solid 1: There are multiple sets of the same soundfonts in the game with varying levels of reverb in it, helping it sell the characters occupying actual space inside giant hangars and large concrete bunker rooms, as well as the music composed greatly aiding in that stealthy feel the game is built around on MediEvil (PS1): This game also has that oddly weird but soothing sound design in it like the souls of the defeated enemies leaving their bodies, the sounds of the UI and menu options, and music isn't always present in the levels so the atmospheric ambiance shines through again like in the cemetery where you can hear the wind howl through the field once stepping out of the crypt and such. every sound in this game has been crafted with care to really fit INTO the space they're occupying which again, helps sell the effect that you're inside the said level instead of crisp and clean audio getting ADR'd into the scene
@ericlarsen2293 Жыл бұрын
would love to see that patreon video and would definitely pay $10 for it. Honestly I'm so inexperienced that I don't even know where to start but I'm extremely intimidated by any post processing. I have jaw issues that make clicking sounds when I speak and I used to spend so much time removing them manually in audacity because I didn't know what else to do that I spent thousands of dollars fixing my jaw issues instead lol and I am now permanently scared of post processing to any degree. TMI lol but daw, interfaces, and workflow would be great to see!
@TwistedLila10 ай бұрын
This video is truly epic. I learned so much. Subscribed!
@normietwiceremoved Жыл бұрын
Tunic was such a surprise for me when I first played it
@aryantzh202811 ай бұрын
because most of indie developers are prefer passion over money, while AAA developers are always about money.
@joelo7135 Жыл бұрын
Another awesome video. as always, love your pacing and that you get right into it
@ZZaGGrrUzz Жыл бұрын
It's strange to assume TUNIC could've have absolutely boring save sound since one of its inspiration is Dark Souls and maybe it is a coincidence, but Dark Souls have a very similar "loud" save sound.
@_gumadi Жыл бұрын
would love to see the workflow!
@kirkydaturkey Жыл бұрын
Dredge has my favorite sound design right now. It makes me so nostalgic for the maritime communities I grew up around
@slightcurve9811 ай бұрын
I fully agree with this video sound design is so important in a game it can make or break a game
@Stronghold257 Жыл бұрын
Love the Sly Cooper shoutout :)
@basicallytoxic11 ай бұрын
You should check out rain world, it has some of the best and most immersive sound design I've ever seen! :)
@basicallytoxic11 ай бұрын
I originally wrote a LOT more, but KZbin messed up and deleted my entire comment lmao
@PipeyardCentipede11 ай бұрын
so true
@Violet_Reine Жыл бұрын
You should give "SIGNALIS" a try if you haven't already! Has a ton of fantastic cassette futurism going on.
@psychxx714610 ай бұрын
Can’t wait to get to sound design part for my game about the physics of poop.
@pewaw6199 Жыл бұрын
I love your Videos, very wholesome.
@jmcd977111 ай бұрын
Love the video as usual (and the sound design for Tunic is one of my favorites)..... On an unrelated note, I was wondering if you have experimented with a plugin called Synplant 2; I was watching one of your older videos on Japanese sounds and found that you can synthesize hundreds of sounds in this (or any) style instantaneously by loading an example sound effect into the plugin. Also, you can see exactly how the sound is synthesized in case you want to create a similar patch in another plugin. After trying to make specifically Japanese-style effects for hours/days/months, it is kind of insane that I can now reverse-engineer just about any sound and quickly generate copyright-dodging variations (for now). Seems like a giant, messy lawsuit waiting to happen in a few years. I'd love to hear your take on the plugin if you've played around with it! Or just to see what creative applications you come up with while using it!
@drakesayshi332111 ай бұрын
The DS Nintendo games like the mario rpgs that were on there (like partners in time) had great sound design
@JamieK_8911 ай бұрын
So glad you mentioned the Stardew Valley pick axe sound. My girlfriend played that game a lot and while it's not something that interests me gameplay-wise, I always thought that the pick axe sound was so satisfying and perfect for the game
@arifbagusprakoso23088 ай бұрын
Kinda surprised Stormbound is not included in this episode. That game is my best audio - visual experience.
@yahoograbo Жыл бұрын
Love when someone speaks of sound narrative rather then sound tech, thank You for your work!!! Do you know any literature (prose) with greatly designed sound narrative? I think if you can make someone hear world by raw text, then You will be also able to more precisly work with sound itself, but there are not many known positions that use this kind of narrative. I am aware only of two such titles,: The Peregrine by John Baker (specific title, it's a science book about birds written in prose) and Forest of Wool and Steel by Natsu Miyashita
@ratus7538 Жыл бұрын
i found stardew samples on reddit! in a really old sample pack of like 90s stuff.
@NonJohns Жыл бұрын
i feel like you did understate breath of the wilds sound design a little but i get your point especially since you showed the crit sound effect right after saying it's only one sound the overall idea makes sense but it was kind of hard to ignore the attention to detail in every other sound aspect (see hidden sound design of botw) and also you instantly disproving yourself while (admittedly only one of two) cooking noises. again its understandable but those really stick out to me
@NonJohns Жыл бұрын
I remember looking in the resource pack for Minecraft and finding out the sheep ogg (and every other sounds) had only 3 or so files yet i never got bored of them later i realized why the pitch variation! good to see it again I'm sure it's done every where now that i think about it
@NonJohns Жыл бұрын
if you check out the foley for mortal kombat, they go into great detail about how they go exploring random noises and tinker with them to make the juiciest noises from perhaps unexpected places i think they use a banana? my favorite is how they took a walnut cracking and slowed it down and it really does sound like skull crushing
@NonJohns Жыл бұрын
shrug its a good video i just can't but help and feel like that it's a little biased the line about "dragging a pickaxe.mp3' or whatever was too embellished esp since overwatch 2 had a chunk of its marketing on how they revamped all the gun noises and studied guns and how they echo in different environments every fan was talking about the changes for weeks idk maybe the more subtle sound stuff went under your radar, maybe your enthusiasm for indie games got you too excited whatever happened i always appreciate highlighting people's hard work
@twitcheegam3r53011 ай бұрын
Tunic sound design reminds me of cult of the lamb and deaths door (at least from what I heard; I haven’t played tunic yet)
@romanograsnick11 ай бұрын
Thanks so much for the video! It was very helpful for me. As a solo dev I feel like there should be a seperate section for those like me. Indies, with teams - how big they might be - should not compared to solo devs. And this Scuba-Sushi-Game was made by an orchestrated Indie-Studio, as far as I learned. Stay curious!
@Marian_RDZ2 ай бұрын
As to your question in the description box, you should definitely consider listening to Lara Croft GO if you haven't yet. The way it communicates the idea of Lara immersed in an ethereal, pseudo three dimensional reality where calmness and havoc coexist in paradoxical synchronicity (it it makes any kind of sense) has made the soundtrack one of my favs for use in daily life when I need to focus on tackling a complex task.
@Hafgandil Жыл бұрын
I love lifeformeds work on the ost of tunic.
@SDev Жыл бұрын
I don't think Dave the Diver should me mentioned as an indie game, as it budget was of 2-3 Million Dollars.
@ImpsDelight Жыл бұрын
Great video! Love your stuff!😊
@ivanfaigenbom5300 Жыл бұрын
great video!
@gabrielguitiánestrella Жыл бұрын
Beautiful video!
@zero0135 Жыл бұрын
always with great videos
@minerman60101 Жыл бұрын
Not an indie game, but I want to shout out Sen's video "Elden Ring Sound Design - Elden Beast": there's a lot of cool stuff in there that you maybe don't consciously recognize ingame.
@amado7760 Жыл бұрын
Nice Marshall, thanks :)
@hyyyyl7903 Жыл бұрын
Just an apropos from the end of the video but CP2077 sounds pretty amazing, and it has some great systems as well. Low how ambiences, walla and loop groups work and how much it improves the feel of the city
@izuix5629 Жыл бұрын
".. cuter, less violent designs," 1:58 (shark attack)
@Sagaan42 Жыл бұрын
Thanks for the great video!!
@mnretrogamer718911 ай бұрын
Fantastic video thank you!
@Corruptedkiwi11 ай бұрын
Man Potion Craft is such a slog but I kept going back to it for reasons unknown
@christiankuziara8355 Жыл бұрын
Really enjoyed that!
@almostinanambo6 ай бұрын
Love to hear what your thoughts on how simulator sound design works whether it be something like gran tourismo flight simulator or farm sims
@cyrusrichard8935 Жыл бұрын
actually very interesting thank you very much !
@VenomRaven Жыл бұрын
Dave the Diver is made by Nexon. Not an indie studio.
@federicovidalraffo941911 ай бұрын
Is there a plug in that allows you to work with pitch variation in your DAW? I know how to use it on Wwise, but I haven't find that tool on my DAW. Thank you and keep it up with the great content!
@GlowingOrangeOoze Жыл бұрын
Any advice you might give for someone who's doing solo or near-solo game development as a hobby and has no experience in sound design? Perhaps where one's limited time and energy might be best spent, or what basic design principles/concepts might be particularly beneficial to study?
@theredstonehive11 ай бұрын
I couldn't find the chapter where you talked about Hollow Knight.