My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 19, 2013
 
All You Need is Love [3]
 
Students: Tips for Learning Game Development Over the Summer [1]
 
All Your Nintendo Let's Plays Are Belong To Nintendo? [77]
 
Even Further Down the Curation Rabbithole [11]
 
Systems of Control in F2P [26]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 19, 2013
 
Sony Computer Entertainment America LLC
Sr. Network Systems Engineer
 
Treyarch / Activision
Technical Animator
 
Amazon Game Studios
Sr. Game Designer
 
Amazon Game Studios
Quality Assurance Manager
 
Amazon Game Studios
Game Graphics Engineer
 
Amazon Game Studios
Game Development Engineer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 19, 2013
 
Zeeek and The Secret of
Space Octopuses heading
to...
 
Battle bad 'bots in Bad
Bots, available now on...
 
Temple Run 2 Adds New
Terrain and Obstacles
in...
 
Little Amazon runs
through Android
 
Command Ops gets a
Massive Update!
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
What do  God of War  and  Journey  share?
What do God of War and Journey share?
 

October 10, 2012   |   By Staff

Comments Post A Comment

More: Console/PC, Indie, Audio





"The gates and grates opening and closing are made from the same bits I used in God of War III, trying to be gentler and more elegant," writes Steve Johnson, the audio designer for Thatgamecompany's Journey.

"Most of the sand sounds were recorded in my room at Sony, in a low 3' x 3' cardboard box filled with dirty sand I got from Venice Beach," he writes, while sharing that "All of the player's main robe movement sounds are from a military jacket that got me through Chicago winters -- a gift from a girlfriend."

Sound, for Johnson, is a personal thing. He worked with creative director Jenova Chen and team to create the soundscape for the acclaimed and atmospheric indie game, and in a new Gamasutra feature, he reveals his secrets -- complete with isolated samples of many of the game's effects.

"Most of the sounds were hooked into the game by TGC president / creative director Jenova Chen himself," Johnson writes.

"To show him where the different surround ambiences and reverbs should go, I took overhead screengrabs of each level in Maya, highlighted each specific area, and labeled them with which ambience to play and which reverb to use."

While Johnson removes some of the mystery behind the game -- revealing, for example, that the sound of frozen cloth in the game came from crunching Cheetos and other snacks -- his article's an invaluable resource for audio designers who want to create an ambient experience, and it's live now on Gamasutra.
 
 
Top Stories

image
The laws behind Nintendo's Let's Play crackdown
image
New layoffs reach Trion
image
How developers mess up immersion (you might be doing it wrong)
image
Steam Trading Cards: The next-gen of achievements?


   
 
Comments


none
 
Comment:
 




 
UBM Tech