Montas Officially Oculus Rift Ready
Recording in Progress
The first goal of the day was simple; pack the gear and drive to the studio. Somehow this took most of the day to accomplish, and sometime in the afternoon we arrived. It was our first week of spring in Australia and the weather outside was too nice to begin recording straight away. A coffee break was inevitable, so we ventured down to the nearest cafe to mentally prepare for the upcoming task.
To be perfectly frank, we had never attempted a vocal recording session for a video game before. A few of us had some experience recording vocals for music and our audio engineer guru Jack Frampton has an impressive portfolio of audio production, yet none of us had ever done this kind of thing before. “How different could it be?” we thought.
It turns out that it is not so different, which was a huge relief. Once the microphone levels were all configured and we found the pop filter from inside the mysterious fallout box of mystery, we were good to go and began capturing some usefull stuff. Several hours of recording ensued. It seemed as though not long had passed when I first realised we were still recording into the night. There is something incredibly immersive about acting out and recording the pants and puffs of a video game character, a character that someone in the future will also be immersing themselves into.
Our former mechatronics engineer now game programmer Alex Stevens spent the day furiously writing code to improve the core mechanics of Montas. His job tonight however was to figure out what was preventing us from having true 3D spacial sound in the engine. Turns out, in order for that to work you need to import the audio files in mono. Makes sense right? Yeah I don’t understand it either. All that matters now is the sound sounds good!
By the end of the night we had recorded all we needed and more. I had coughed, choked, gagged and screamed my lungs into the microphone and just as I thought I could relax, it dawned on me that I now have an hour or so of audio to review, splice and import. I’m going to need more coffee.
Thanks for reading,
Creative Director / Organic Humans
Check out what our friends Wildgrass have made as part of a 48hr game challenge (Requires Controller).