Bioshock sound replacement project

jackwood09

Member
Jul 18, 2010
72
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Brisbane, Australia
For a University folio I took a trailer from the first Bioshock game and redid all the sound and sound effects.

I didnt record the song that I used but most of the sound effects I recorded myself/ combined with sound effects I had already collected.



Let me know what you think,

Thanks
 
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Where is the footsteps?
At ~1:40 id like to hear a really big slamming sound when the big daddy takes a step.. and some mild sound when the girl touches him.
Also, try to record some chains moving and slamming gently against a sheet pan or something to use as a general moving sound for the big daddy, because it looks like it should "racket" some when it moves, but it doesnt.
There is absolutely no feeling of movement, like when he gets thrown through the air you want to hear the air rushing around his head.
When he uses telekineses i want to hear how that lifebuoy gets propelled through the air.
The security bots sound needs to be changed, i really want to hear a propeller sound.. that mild swooshing just doesn't cut it.
Pay attention to the background.. you see water dripping down but you dont hear it etc.

But most of the sounds so far seem fitting, but its missing ambience and detail.
 
I did a "quick" try at this my self: http://dl.dropbox.com/u/876568/bioshock_soundover.wmv

Things id like to fix in my version:

- I want the character to make some "pain sounds" in the struggle with the big daddy.
- New gun sound(Im happy with the MG though.).
- Ricochet sounds each time the big daddy gets hit.
- Better/less loopy mg-sounds.
- The telekineses sound is still missing(Because it was too hard to find a fitting one.).
- The sound of the debris hitting the floor after the explosion.
- Footsteps as the girl jumps down from the big daddy(Have them, just forgot to add them.).
- A fitting sound where he pull-starts the security bot.
- Brawling footsteps as the big daddy rushes the character at the end.
- The sound of the big daddy's drill going through the characters body.
- Mixing.. as it is now, its very uneven in volumes.

So yeah, there is ALLOT to think of to get something like this really good.
But as i said, look at the environment, the movements and the materials, then choose your sounds to fit the atmosphere.
If someone takes a step, there will be 100 sounds fitting the environment, movements and materials, but maybe 1 or 2 that fits the atmosphere.

Edit:
Just realized that the girls footsteps sound like she is wearing heels, when she is barefoot! ;)
Thats what happens when you dont pay attention!
 
@Notuern: Thanks for the advice, I have had problems with visualizing all of the ambient and background noises, but ill make sure i add to it.

Thanks for the reply, and I like your attempt as well.