Wicked Evolving is a psychological horror set in the post events of many attacks and fights between the UK, US, PRC. The game it-self takes-place in a desolate version of our current world. After biological attacks from all parties, evolution and the creation bacterium has rapidly changed, mutations are of the common sub-urb population. You will play Boicy Casphere, a psychotic, pre-lized man with a deep set of psychotic schizophrenia. Through-out the game you will be witnessing the events of Boicy's crazed mind and his reflection on the world after sexual and emotional abuse as a child. -- You find yourself in a stuffy, cold & damp draining system with your survival-mates, David Scorr, Sean Former & Shirl Houserlee, passing through a man-hole connection into the open world, which brings no surprise; evasion is survival '101'.
Music is so much of dulled subject now-days we would like you to experience our form of sting and ambiance creation
Posted by Charlie_Calstah on Oct 23rd, 2013
Stings are short, sliced music samples that typically range from 2 - 30 seconds in length. In that time, they usually wrap-up their whole performance. Delivering the emotion from a song in a small package of sound.
These are typically used as set stuffers, ambiotic pieces &/ or dramatic fires (Fires as-in points of an .ACT)
We took special care in developing our stings as they accompany some amazingly sad or happy scenes, meaning the stings must match the quality of scene to a perfect extent as to not distort the view of the narrative for the player.
Our use of stings is varied and ranges from a dramatic tone when a player moves around a corner, to use in ambiance, to follow speech. We tried to design a certain type of sound art as you would for textures in a game. Most games have their texture and plate design based off of a art concept, we perform this with the production of our stings and music, in-fact; all audio design.
We try to follow our own rules of horror, soundscape & timing. Timing being the most crucial in the design of a dramatic or post-ee sting.
Our Lead Composer, the wonderful Mr. Darren Curtis, designs stings following the above rules. Resulting in some stunning performances. We are now going to demonstrate a final-stage sting heard whilst turning around a set of corners.
With direction by Callum Sharp; the third set of that reel contains a didgeridoo input around the middle, giving a metallic feel to the scene.
We would now like to show you a set of stings isolated, meaning they're on their own. The following are mixed through-out .ACT '4.0.22#0_81 ' - used to convoy happiness through the mode of 'Sweet & Sour'. - For example; when a light source is found and activated after prolonged time in the dark.
After a time of mixing the above sound in-game, we had the idea to extend the cut and develop it into a soundscape, so we did this:
Thank you very much. A music library and news article will be coming in the following month.