Step 4Thinking In the Box
The way we'd been thinking about the sound was pretty straightforward. We'd need the traditional "informative" sounds:
- Collision with a wall
- "Rolling" sound on multiple surface types (ice, asphalt, grass)
- "Plonk" sound for falling into water
- Fare successfully completed
- Fare failed
- Music
- etc.
The idea was to have Wes, who had a nice microphone and the appropriate sound processing software, do some mix of vocal noises that would add character to the game, and create the more basic sounds, like a ball rolling, using real-world stuff.
Here, you can hear a "rolling" sound - made simply by rolling a marble on a wood surface. It's functional, appropriate, and totally boring.
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