all 7 comments

[–]trimalchio 2 points3 points ago

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I feel like the sound designers don't actually have it that bad for the same reason the animators don't either; you're working more with abstractions than the details of the viscera. Like, doing foley for these sorts of things you don't ever go out and actually crack a bone to get the sound of a bone cracking.... it'd never sound right for a million other reasons besides the impracticality. so like, you wind up thinking of the sound in abstractions and then recreating those abstractions. Like, a rigid thing cracking but inside of a bowl of jello. And so you wind up with all these other images for the art: ridiculous things like breaking dowel rods in a bowl of jello.

[–]gingirl[S] 2 points3 points ago

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Yeah, I kinda thought that, but knowing some Foley people, they have some weird pressures.

[–]trimalchio 2 points3 points ago

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yeah; i think it comes from seeing the way that people interact with the real world versus the "real world" of movies/tv. Like, people complain about something not sounding real but then you're like "actually no I spent a lot of time figuring out what that actually sounds like." and then they're like no it needs to be crunchier and thuddier and you're like "fine i'll just make it sound completely fake."

and that kinda sucks

[–]gingirl[S] 2 points3 points ago

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The one thing in common is being to research reality, it sounds like a nightmare to watch or listen to snuff films for your job!

[–]trimalchio 1 point2 points ago

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I think they just remember the previous interactions they've had with the director and then just go back and watch the violent scenes from the director's favorite movies. There's no point in trying to make death sound real in film anymore; it's more like we have to make it sound like every other death in a movie.

[–]madbro_mcstarcraft 1 point2 points ago

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this was a good read thanks!

[–]mind_like_water 1 point2 points ago

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I remember working on the Last of Us as a tester and the subject matter really had an effect on my mood. It's hard to work on a game that dark for as long as we did in test during crunch and not have it effect you in someway. 6-7 days a week and 12-13 hour days of doing nothing but that is bound to when the subject matter is dark and depressing. Could see it dragging on a lot of the other testers too. Most of us were not only physically exhausted but were emotionally as well. This is a great read and I am kinda surprised we don't talk about this more as devs at all. Would be interesting to have an actually study done on the affects on those that make the games and not just the people that play them.