--- December 28th: My first blog ---

For the first time, I have created a website to host and present my creative projects! My first project will involve working on a fairly simple 3D FPS to show off my sound design and music-making capabilities, with the journey being chronicled on this website. It is a simple demo of just 1 level in the game, giving me a good opportunity to show off my skills in a bite-size fashion.


--- February 4th: Placeholder SFX ---

The developer has implemented some placeholder SFX and has now tasked me with replacing these sounds with my own original sounds. This will involve a variety of techniques, such as synthesis, sampling, and recording of my own sounds and dialogue.


--- February 9th: Field Recorder ---

I will be making use of my Zoom H1essential field recorder to capture real sounds that can be used in the game, such as footsteps on various materials, water splashes, and other things around my house, such as extractor fans, large garage doors, and even sounds from my car.


--- February 11th: Transferring files to DAW ---

I have now transferred the files from my recorder to my PC. I then placed them into Ableton where I gave them appropriate names, and then chopped them up into the appropriate lengths, isolating the desired sounds from each file. I also used EQ and compression where I felt necessary as well as some effects.


--- February 16th: Synthesis ---

I will be using synthesis to create the sounds that I was otherwise unable to capture with my recorder, such as gunshots. I achieved this using the white noise on the analog synth and messing with the envelopes and adding effects until I achieved the desired sounds. I ended up with an SMG sound, a pistol sound and a reverberating gunshot sound used when the player hits the start button.


--- February 23rd: Vocals ---

Another thing that the game will need are little vocal samples of the player jumping, getting hurt, and dying. I will be recording these vocals into Ableton using a Samson Q2U XLR microphone, and will be recorded within a small room. The room resulted in the vocals sounding somewhat boxy, but due to the vocals in the game being minimal, I didn't feel that it would be neccessary to look for a studio just for this. These same vocals will be used for the enemies, albeit pitched up for variety.


--- March 6th: Menu Ambience ---

Lastly the game will need a soundtrack. For the main menu screen, I wanted there to be some creepy ambient sounds to help build up anticipation before the player starts the game. I threw together some wind samples, glass breaking samples and cymbals to create an unsettling atmosphere for the player to sit in before he starts the game.


--- March 8th: Main Theme ---

Now we also need a theme for the game as the player fights his way through the enemies. I have recently been getting into a genre called breakcore, and I thought that the hyper-fast genre would suit this game perfectly. In the song I made, I made extensive use of various samples that you would typically hear in the jungle genre, such as pads, chords and stabs. There is also a section of the song which fits more with the chiptune genre, with harsher sounding saw waves and square waves being found here, before looping back to the breakcore section.


--- March 23rd: Updates on Development ---

The new sounds have been handed over to the developer, who is now working on implementing the new sounds, and adding some extra touches to the game to make it a better experience. Once the developer is happy, a test version of the game will be handed out, which I and others can play, and will soon be in touch with testers who I will be in contact with to test that my sounds are working as expected, and more importantly fit in with the game.


--- April 18th: Game Testing ---

The developer has reached a point where he is happy to release the game for others to test. I have recieved a copy, and have contacted others to fill out a sheet where they can test out all of the sounds and report wether or not they are working, as well as sections where they can comment on the sounds if needed.


--- April 22nd: Game Release ---

After being tested, we were all satisfied with how the game performed and released it on itch.io for others to play. If you wish to see the game in it's finished state, you can play it here!