{"id":1353,"date":"2016-04-17T13:19:43","date_gmt":"2016-04-17T17:19:43","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=1353"},"modified":"2016-04-17T13:19:43","modified_gmt":"2016-04-17T17:19:43","slug":"sound-design-with-joonas-turner-part-1","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/sound-design-with-joonas-turner-part-1\/","title":{"rendered":"Sound Design With Joonas Turner! (Part 1)"},"content":{"rendered":"<p>I&#8217;m super pumped to announce that <a href=\"https:\/\/twitter.com\/KissaKolme\" target=\"_blank\">Joonas Turner<\/a> is doing the sound design for Bleed 2!! If his name sounds familiar, it&#8217;s because he&#8217;s worked on roughly a million games and properties, ranging from <a href=\"http:\/\/store.steampowered.com\/app\/242680\/\" target=\"_blank\">Nuclear Throne<\/a> and <a href=\"http:\/\/store.steampowered.com\/app\/350070\/\" target=\"_blank\">Environmental Station Alpha<\/a> to Angry Birds and Transformers!! He&#8217;s an amazingly talented, creative guy, and his sounds are bringing Bleed 2 to life in a huge way.<\/p>\n<p>Here&#8217;s a mini-documentary he made for his work on the upcoming <a href=\"http:\/\/gunkatana.com\/\" target=\"_blank\">Gunkatana<\/a>! It&#8217;s a fascinating (and fun) look at how audio is made.<\/p>\n<div style=\"margin: 0px auto; text-align: center;\"><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/k9dtIf7DIyY\" width=\"560\" height=\"315\" frameborder=\"0\" align=\"center\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/div>\n<p>So, what does a professional sound designer bring to the table? I&#8217;m glad you asked!<\/p>\n<h4 style=\"text-align: center;\">Attention to Detail<\/h4>\n<p>In the original Bleed, Wryn&#8217;s boots made a little scuffing sound as she walked, which was nice. In Bleed 2, there are dozens of noises for walking, jumping, landing, wall-kicking, etc &#8212; and not just generic sounds, but sounds for carpet, metal, bricks, grates&#8230; it all changes depending on her environment and what she&#8217;s doing. Now imagine this kind of detail across the whole game. It really brings the world to life!<\/p>\n<h4 style=\"text-align: center;\">Surround Sound<\/h4>\n<p>All of my previous games have been straight-up mono sound. It never even occured to me to try otherwise! Now, at Joonas&#8217; (much appreciated) insistence, sounds actually match positionally to their location on screen, and fade out the farther off-screen they get! It&#8217;s about ten steps up in terms of quality.<\/p>\n<p><!--more--><\/p>\n<h4 style=\"text-align: center;\">Looping Sounds<\/h4>\n<p>My previous games didn&#8217;t even have looping sounds, either (any sound that seems to loop is just playing over and over again on a timer.) Now, not only do I have looping sounds, but they change pitch depending on how fast they&#8217;re moving, which is another great touch that makes the game feel alive.<\/p>\n<h4 style=\"text-align: center;\">Ducking<\/h4>\n<p>I had never heard of this, but ducking is where you lower the volume of most sounds, accentuating the ones left at normal volume. So, when powerful actions play on-screen (like a big reflect, or an explosion) most other sounds are ducked for a split-second, lending impact and crunch to the game.<\/p>\n<p>You can hear all this in <a href=\"https:\/\/www.twitch.tv\/bootdiskrevolution\/v\/57032799\" target=\"_blank\">this playthrough of the first level<\/a> I did a while ago!<\/p>\n<p style=\"text-align: center;\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-294\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/rooftopFinal.jpg?resize=600%2C338\" alt=\"\" width=\"600\" height=\"338\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/rooftopFinal.jpg?w=960&amp;ssl=1 960w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/11\/rooftopFinal.jpg?resize=300%2C168&amp;ssl=1 300w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/p>\n<h4 style=\"text-align: center;\">Interview (Part 1)<\/h4>\n<p>Finally, I asked Joonas a couple questions about his work, and he was kind enough to give really interesting and detailed answers! So, I&#8217;m gonna give you a little taste of it now, and hit you with the rest next week while I&#8217;m away at PAX East!<\/p>\n<p><strong>To start, can I get a little info on you and how you got into sound design for games?<\/strong><\/p>\n<p style=\"padding-left: 30px;\">Joonas: Ah it&#8217;s been a continuum of many things joined together from pretty much when I started to play music in bands way back as a young teenager from where I kinda got into live mixing bands and from live mixing I got into producing\/recording bands. After some years I decided I wanted to pursue my sound engineering onwards and looked for a school to teach me further and after years of trying to get in to a school I got into a school which was primarily for movie sound. At the same time as I started school I got more into making my own games and naturally I made the sounds for my own games and noticed I really enjoyed that a lot and as life had it I started to work with other peoples games as well. It all happened kind of naturally, so happy how it all turned out!<\/p>\n<p><strong>What&#8217;s the process like for figuring out how a game will sound?<\/strong><\/p>\n<p style=\"padding-left: 30px;\">Joonas: For every game the process is always a little different, usually I have a look at the game and ask for concept art or videos or a build of the game to see whats up and if there&#8217;s any backstory for the game. From there I start to get some kind of a idea what the games world is about and how it plays so I can start to plan on the feel of the game, to figure out what&#8217;s the focus and core that I will emphasis on first. During all this planning I run back and forth with the game\/visual designer(s) to see how our visions match together to make a consistent believable world. Usually around these steps I can already hear the game in my head and I make memos for myself and start gathering recordable objects and at times start recording samples so that I can just spring into action and actualize what I heard as swiftly as I can!<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1373\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/04\/9.png?resize=600%2C338\" alt=\"\" width=\"600\" height=\"338\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/04\/9.png?w=1920&amp;ssl=1 1920w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/04\/9.png?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/04\/9.png?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/04\/9.png?resize=1024%2C576&amp;ssl=1 1024w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/04\/9.png?w=1584 1584w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/p>\n<p>Like I said, just a little taste for now! I hope you&#8217;ll check out next week&#8217;s post, which will detail the specifics of Bleed 2&#8217;s sound and how Joonas created it, along with some exciting stories from the world of recording in the field and advice for devs on working with sound designers. Until then!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m super pumped to announce that Joonas Turner is doing the sound design for Bleed 2!! If his name sounds familiar, it&#8217;s because he&#8217;s worked on roughly a million games and properties, ranging from Nuclear Throne and Environmental Station Alpha to Angry Birds and Transformers!! He&#8217;s an amazingly talented, creative guy, and his sounds are <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/sound-design-with-joonas-turner-part-1\/\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-1353","post","type-post","status-publish","format-standard","hentry","category-bleed-2"],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1353","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/comments?post=1353"}],"version-history":[{"count":14,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1353\/revisions"}],"predecessor-version":[{"id":1374,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1353\/revisions\/1374"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=1353"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=1353"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=1353"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}