The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

Report article RSS Feed L.U.R.K. 1.2 Sound Design Dev Diary 1

A first look at the process behind LURK's sound design.

Posted by Daemonion on Jan 6th, 2012

I decided to make this post for those interested in a quick peek into the sound design process. If you guys find this interesting, speak up, and I'll make more videos as things progress.

You'll notice that all methods and sound clips in this video are almost entirely subtle in nature and use; there are no outright, drastic changes being made to the game here. My goals with improving LURK's (and, by association, STALKER's) sound design is mostly based around this concept, although there are a few tricks I'm working on that are more along the lines of "drastic." More to come on that later.

My biggest inspiration is DICE. Their audio work has always been above and beyond everything else out there, particularly when Frostbite came out with their new technology, HDR Audio. Sweet tech and fantastic sound sources aside, their focus on the small things inspire me. It's these small things that I intend to focus on for LURK, because it is the small things that can bring a game's sound stage to life, and that breath of life is what STALKER deserves.

I think we can all agree that STALKER's strength has always been in the sum of its parts, anyway. What I show here in the video is one of many principals that I will be applying to enliven LURK - sound occlusion, EAX sound environments, 3D positioned sound sources and a proprietary, made-from-the-ground-up sound library that I'll capture myself. The potential aural awesomeness to be had with the compounding of all these principals excites me. I hope this (and any future) videos will help spread that excitment.

update 20120107: Thanks for the feedback, everyone! I'll be sure to make more vids. I really appreciate the interest!
-Daemonion


As a sidenote, Millenia's back from his military service and is once more on the LURK team. Everyone say hi to Millenia! - Panzerdraco

Post comment Comments
Oilman
Oilman Jan 6 2012, 9:14pm says:

Get your floorboards fixed dude goddang

But yeah, freakin' brilliant work.

+4 votes     reply to comment
Daemonion Author
Daemonion Jan 7 2012, 1:18am replied:

I live in a cabin hand-built in 1920. It tends to creak here and there :D

Glad you guys liked the video. I'll definitely make more.

+6 votes   reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jan 7 2012, 9:21am replied:

You really inspire me, the whole lurk team does!

+2 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jan 7 2012, 9:43am replied:

One Question, will you add echo's to the weapons as well? like: Moddb.com

+1 vote     reply to comment
Daemonion Author
Daemonion Jan 7 2012, 10:58am replied:

Some exciting things will be happening. There will be some fun videos when it comes time to show what I have planned for the guns in this game :D

I'd get pretty excited if I were you!

+4 votes   reply to comment
RobertSteele
RobertSteele Jan 6 2012, 9:55pm says:

Wow, awesome, Millenia? As in that guy that makes all the awesomest textures for weapons? Okay, now I'm starting to get really excited for 1.2, as much as I hate getting hyped for anything.

This is also really interesting. It'd be pretty cool to get one of these types of videos from each person to show a little sneak peak of what they're working on in their particular field.

+3 votes     reply to comment
Millenia Creator
Millenia Jan 7 2012, 6:07am replied:

Not sure how soon 1.2 is released, I won't have time to do much except small improvements if release is soon :P

But the patch after that might already have more stuff!

+2 votes   reply to comment
Hell_Diguner
Hell_Diguner Jan 7 2012, 12:37am says:

I'm really looking foreward to more videos on progress with the 3D sound system

+4 votes     reply to comment
lowenz
lowenz Jan 7 2012, 5:59am says:

>>>This is also really interesting. It'd be pretty cool to get one of these types of videos from each person to show a little sneak peak of what they're working on in their particular field.

Exactly!

+2 votes     reply to comment
Millenia Creator
Millenia Jan 7 2012, 6:09am replied:

I'll prolly make a 3d video when I have some progress as well. :)
Explaining some technical details too for those interested!

+2 votes   reply to comment
Panzerdraco Creator
Panzerdraco Jan 7 2012, 7:00am says:

I guess I could make a video too!

+3 votes   reply to comment
Millenia Creator
Millenia Jan 7 2012, 7:38am replied:

DO EEEET

+3 votes   reply to comment
GlassPirate
GlassPirate Jan 7 2012, 2:40pm says:

Damn, Millenia, your name is over EVERYTHING. And with as high-quality as your work is, I'm sure you're the number one inspiration for 3D artists everywhere! I'm honored by your service as well. Thank you. ^^

Also, Daemon, keep up these videos, seriously. I myself feel that sound design is the most important factor in how I enjoy a game - I'm an audio junkie and this work you're doing excites me to no end. :D

+2 votes     reply to comment
Daemonion Author
Daemonion Jan 8 2012, 12:21am replied:

I've got lots of fun stuff planned.

+1 vote   reply to comment
RobertSteele
RobertSteele Jan 9 2012, 5:35pm replied:

Does it involve anything blowing up?
I hope it involves stuff blowing up.
Stuff Blowing Up is my favourite trope.

+1 vote     reply to comment
Daemonion Author
Daemonion Jan 9 2012, 7:08pm replied:

If you consider .300 Win Mag blowing stuff up, then YES.

+1 vote   reply to comment
spoodigityz
spoodigityz Jan 26 2012, 3:22am says:

Fantastic stuff. Audio is a really key element to immersion and I really like that you're focusing on smaller details as demonstrated in the video. I agree that DICE is the best source of inspiration for audio since the BF series has been amazing.

One of my biggest complaints from the audio in vanilla is that the ambient sounds in the game sometimes come off as something you might hear on a Halloween haunted house. Every once in awhile a strange noise in the background or rustling of leaves in the wind. The quality not necessarily being bad, but it sometimes feels forced and unconvincing.. I'm hoping that you'll be doing some work on the ambient sounds heard throughout the zone. I really enjoyed the video though, can't wait for the release!

+1 vote     reply to comment
Daemonion Author
Daemonion Jan 27 2012, 3:12am replied:

Most of that stuff is incredibly cheesy. You can expect me to go over it all with a fine-toothed comb.

The haunted house analogy is a perfect way to describe it!

+1 vote   reply to comment
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