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Thread: Meet the Team #10- Jose Castro (Sound Designer)

  1. #61
    memories of a game's sound stay with me long after visuals from a game have faded (sorry Tom, John et al). Partly because of the tendency to stay awake until sunrise playing games, when my eyes have ceased to function - but my ears never seem to tire. I'm really looking forward to sitting and letting it all soak in through my lugs. Great interview!

  2. #62
    Originally Posted by Jose Castro
    ...both radio and HUD are real devices...can malfunction or be damaged, and replaced by better models with different capabilities (both) or sound sets (HUD). The pilot should have some degree of control over them, from within the ship’s interface –a volume slider, a sound HUD checklist to activate or deactivate types of data sonified. More so, since both HUD and radio can be muted, it is possible to just drift along listening to the sounds that truly belong to the inner space, and nothing else....
    I had hoped for just this. Can we get the classic BBC shield-strike sound as an A-HUD option, maybe..? (http://www.youtube.com/watch?v=nIuOjEqY8Hk at 1:20)
    And I also hereby start the petition for an obviously fake A-HUD soundset.

    Originally Posted by Jose Castro
    ...Yes, the modules in the ship will have each a series of unique sounds... my long term goal is that the pilot can intuitively have a feel of a particular ship, a grasp of how good it is and how well it is behaving, by listening alone...
    My collegues are now looking at me oddly, as I just Squee'd out loud in an open-plan office...

  3. #63
    They'd struggle to recreate game sounds like that.


  4. #64
    Originally Posted by Cosmos View Post (Source)
    They'd struggle to recreate game sounds like that.
    Well it does sound difficult, I hope my machine would be able to run it like that..

  5. This is the last staff post in this thread. #65
    Hi all,

    Just a heads up, our next Meet the Team interview will be with Visual Effects Artist James Avery. As well as working on the effects for the game James is also the person that records and edits all of the video updates that we do, including the recent Damocles Trailer. So if you have any specific questions for him let me know!

  6. #66
    CAN WE HAVE MORE VIDEOS PLEASE JAMES!!!!

    I have no further questions
    Tales from the Frontier - an anthology of official Elite: Dangerous stories

  7. #67
    Originally Posted by Ashley Barley View Post (Source)
    Hi all,

    Just a heads up, our next Meet the Team interview will be with Visual Effects Artist James Avery. As well as working on the effects for the game James is also the person that records and edits all of the video updates that we do, including the recent Damocles Trailer. So if you have any specific questions for him let me know!
    I actually have questions:
    1. How long scripting and directing (placing cameras, etc.) of the Damocles demo took? Was it incremental process during development?
    2. Which environmental effects James likes more so far? Gas clouds, nebulae, stars, etc.

  8. #68
    Are you making a blooper reel, Mr Avery sir?
    Cathy

  9. #69
    Originally Posted by Cathy View Post (Source)
    Are you making a blooper reel, Mr Avery sir?
    Only if he's thinking of leaving FD

  10. #70
    Questions to Mr. Avery:
    - The Damocles video was scripted. What are the chances that the public will have access to such scripting for Machinima purposes?
    - I love the glass effects of the cockpit (scratches lighting up, frosting during jump). Can you take us through such an effect and explain what you have to do for it to look right the way you want it?

  11. #71
    Originally Posted by Ashley Barley View Post (Source)
    Just a heads up, our next Meet the Team interview will be with Visual Effects Artist James Avery.
    I can not wait to see your work in ED, Sir Avery




  12. #72
    For Mr Avery:
    Loved the Damocles vid!

    Will the sfx be restrained enough to not give the impression that everything in the Elite: Dangerous universe is made of high-explosive and filled with kerosene (thinking cheesy Hollywood "action" films)?

    Space backdrops: again will they be fairly realistic and restrained-ish, or will it end up as a migraine inducing kaleidoscope like some lesser games.

    Can you give an example of a particular sfx that you're pleased with (large or small).

    Which of your live actors are the most, er, challenging? :smilie:

    Can't wait for more vids by the way.

  13. #73
    Qs for Mr. Avery... All my VFX specific ones were asked already, so it's all about the editing.

    Do you have any other 'filmmaking' type experience? Why were you chosen for that task?

    Is there a favourite director you're trying to emulate?

    We'll no doubt see some of your VFX in alpha. When's alpha?

  14. #74
    Originally Posted by Patrick_68000 View Post (Source)
    I can not wait to see your work in ED, Sir Avery.
    Spot on Patrick! If he's related we're in for a good show. No noise though! I can't stand NOISE!!!


  15. #75
    Originally Posted by Voyager_NL View Post (Source)
    Questions to Mr. Avery:
    - The Damocles video was scripted. What are the chances that the public will have access to such scripting for Machinima purposes?
    Great question! I'd like that answered if possible, with the addendum... Can the writers have it about nowish?

    Cheers,

    Drew.
    • Drew wrote Elite: Reclamation during 2013 and the new official Elite Dangerous novel Premonition during 2017 •

    WebsiteFacebookTwitter

    • Drew no longer regularly posts on this forum, but if you're looking for an answer you're are welcome to contact him via PM or via his website should you wish to do so •

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