Chronicles of Spellborn Creature Sounds Dev Diary Part 2
Will there be Wookie sounds? Probably not. However, you can find out more about what will be included.
ast time (Klick) I explained that the arena creature's impact sounded good, though it is lacking depth and power. There are several ways to get that extra "umpf" into a sound effect and it has been quite a long journey to work out an approach that actually works.
When I was creating the sounds for our very first end-boss, animator Michael Perdius would constantly say he didn't hear the impact. This was odd as I knew it was in there, as a matter of fact; every time he said it, I would add another type of impact just to make sure. Several explosions, door slamming shut and bodies dropped to the ground all layered together. I tried eq-ing, adding reverbs even bribery at one point but Michael wouldn't budge. What I was adding wasn't what he was listening for.
After a while, I gave up, working on other creatures instead, promising him to go back to our end-boss one day. I wasn't sure if I would or could get it right at a later time but was sure I wouldn't be able to do so now. Months later, when working on the Walrus' footsteps, I avertedly stumbled across a solution. The walrus was the first creature I did, not to walk on rock/gravel. When creating it's footsteps I noticed there was more punch to them than I would have expected. By mistake I had copy pasted an explosion, thinking it was a breathing sound, to each step. The combination of this quietly played explosion and the sounds surrounding the impact of the steps; the creaking wood boards and a slightly echoed thump, this gave a tremendous sense of weight.
After each impact, the wood creaked.
You can read this all here.