Breach - Voice Acting and Audio

 Now that our script is complete and ready to start using for voice acting. We have sorted out roles for our volunteers and we are beginning our first takes of some scenes.

We have only recorded about 9 takes so far, with 4 of these being the same scene, and we are finding things that we need to change with the script as we go. This first session has been a pleasant experience and has taught us a lot, with both the writing and acting of our script. We plan on continuing our recordings throughout the week, so that we can get numerous takes of all the scenes and piece together the best parts of each one to make the ideal take for the dialogue we put in game.

We continued our recordings for the next week or two, gathering the rest of our recordings and cutting them down into individual sound clips before putting them back together in Unreal with the correct timings to create the cutscenes that we needed. It took a lot of time and effort and should have been something we did if we had time, but I feel it adds a lot to the feel of the game and really brings it together as an experience.

We have also included other sounds and audio in our game, besides the voice acting we did. This includes footsteps when the player walks that match the timing of the walking animation, some tooltips to guide the player, as well as plans to add some other sound effects to bring the game together, such as tool sound effects (screwdriver, flashlight) and environment noises, such as alarms in the player's cabin and machinery sounds.


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