{"id":988,"date":"2020-01-09T17:37:18","date_gmt":"2020-01-09T23:37:18","guid":{"rendered":"https:\/\/timcorpus.net\/?p=988"},"modified":"2020-01-19T14:33:44","modified_gmt":"2020-01-19T20:33:44","slug":"viking-village-part-i","status":"publish","type":"post","link":"https:\/\/timcorpus.net\/index.php\/2020\/01\/09\/viking-village-part-i\/","title":{"rendered":"The Viking Village Part I: A New World"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">In my <a href=\"https:\/\/timcorpus.net\/index.php\/2020\/01\/09\/beginning-with-video-game-music\/\">last post<\/a> I discussed my love of video game music and why I\u2019m working on these projects. The first thing I did was download and install <strong>Unity<\/strong> and <strong>FMOD<\/strong>. I followed the tutorial and imported the scene \u201cThe Viking Village\u201d. The teacher in the tutorial has his own suggestions on sounds to add (I did follow his suggestions), but I wanted to add my own flavor to the scene. So I decided to start with some market research. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I spent some time playing Guild Wars 2 (GW2) and thinking\nabout what other sounds should exist in this game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Perhaps I have mentioned before, Guild Wars 1 &amp; 2 are some of my favorite games. When Guild Wars 2 came out in 2012 I purchased the game along with a group of friends as a way to stay in touch as we all moved on with our lives. We were across several states and four time zones, but still able to spend time together admidst our busy lives and growing careers. Now, nearly 8 years later, the group of friends are only somewhat still together. Like in reality, some are rarely seen, and some new friends were made. We experienced successes, marriages, babies, divorces, job changes, moving across the country, and everything else that happens over 8 years. Still, it\u2019s been a nice way to \u201cfeel close\u201d to old friends. I feel like the experience of GW2 is a post of its own&#8230;Ok enough of that nostalgia, back to sound design.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/www.guildwars2.com\/\"><img decoding=\"async\" width=\"1024\" height=\"640\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-1024x640.jpg\" alt=\"\" class=\"wp-image-1022 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-1024x640.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-300x188.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-768x480.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-380x238.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-190x119.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-760x475.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-20x13.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/guild-warrs-2-600x375.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/640;\" \/><\/a><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">I thought about what sounds should be in this environment. Is\nthis a ghost town? Is this a bustling marketplace? What\u2019s going on in the world\naround and what sounds are pertinent to the story. Just like in composing for a\nscene or for a commercial, I think about what is the purpose of the sound\ndesign, or for that matter, the music? <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Note: That\u2019s not to say I don\u2019t think about these things in\nconcert music, but concert music has more space for interpretation and does not\nnecessarily need a linear story arc. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I decided to open up my imagination and create a little story\nfor the town, this would provide the \u201cbackstory\u201d and the reason for all of the\nsounds. I literally googled \u201cViking town names\u201d and landed with: Houlgate.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Houlgate:<\/strong> Norse\nRoot: gata (meaning way, street or passage)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So let\u2019s come up with a little backstory shall we? Hmmm\u2026well, <\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\"><p>Houlgate is a small outlying settlement in a mountainous country. It\u2019s far enough from a main city that townspeople live there, but it serves as the last outpost to the mountains of the northwest. On one side is access to the sea, an important method of communication with the east, but this is not a merchant city. This area is known for being rugged and rough and unbeknownst to you (the player), there are mysterious happenings in the mountains. Danger lurks across the valley\u2026bandits, dragons, goblins? Who knows\u2026<\/p><\/blockquote>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"575\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-1024x575.jpg\" alt=\"\" class=\"wp-image-1013 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-1024x575.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-300x169.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-768x431.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-380x213.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-20x11.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-190x107.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-760x427.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/viking-village-2-600x337.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/575;\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Ok, that was a bit of fun, so why all this lore\u2026<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In the scene you see the sun is setting (in the west), and\nmountains just north of that. Often the weather patterns travel east to west. I\nimagine this town as having a colder climate with weather that can shift\nsuddenly, making this outpost all the more important to visitors as a last\nhaven before the forest and the mountains. In the scene (graciously provided to\nme as a template by Unity!), it\u2019s autumn, the snow has melted away but much of\nthe ground is wet (that means mud!). With the air still being a little cold,\nthere\u2019s a different sound to it, you know? I feel like the sounds in a rural setting\nat the edge of winter before spring have a very distant sound to them. There is\nan echo in the air and a feeling of distance, a lot of empty space out there.<\/p>\n\n\n\n<figure class=\"wp-block-gallery columns-2 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex\"><ul class=\"blocks-gallery-grid\"><li class=\"blocks-gallery-item\"><figure><img decoding=\"async\" width=\"1024\" height=\"560\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-1024x560.jpg\" alt=\"\" data-id=\"1032\" data-full-url=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1.jpg\" data-link=\"https:\/\/timcorpus.net\/?attachment_id=1032\" class=\"wp-image-1032 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-1024x560.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-300x164.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-768x420.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-380x208.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-20x11.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-190x104.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-760x416.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_1-1-600x328.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/560;\" \/><\/figure><\/li><li class=\"blocks-gallery-item\"><figure><img decoding=\"async\" width=\"1024\" height=\"450\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-1024x450.jpg\" alt=\"\" data-id=\"1033\" data-full-url=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3.jpg\" data-link=\"https:\/\/timcorpus.net\/?attachment_id=1033\" class=\"wp-image-1033 lazyload\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-1024x450.jpg 1024w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-300x132.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-768x337.jpg 768w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-380x167.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-20x9.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-190x83.jpg 190w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-760x334.jpg 760w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/Unity_3-600x264.jpg 600w\" data-sizes=\"(max-width: 1024px) 100vw, 1024px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1024px; --smush-placeholder-aspect-ratio: 1024\/450;\" \/><\/figure><\/li><\/ul><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">So with all of these decisions, here are the sounds that make\nsense for our scene:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Torches<\/strong>: light for the town and a little bit of warmth too. These are necessary for the village, so their sound should be audible.<\/li><li><strong>Wolf in the distance<\/strong>: on the edge of the town near the mountains I decided to add a wolf howl, just a nice reminder of the surrounding nature.<\/li><li><strong>Water: <\/strong>There\u2019s a shoreline that is somewhat inlet like a cove. The water isn\u2019t very deep at the shoreline, the waves are calmer during this scene. The water should be audible but the water is calm.<\/li><li><strong>Crane: <\/strong>Now this idea I totally stole from the tutorial video. This object provides a great opportunity for some interesting effects though.<\/li><li><strong>Armory:<\/strong> There are a lot of buildings in the town. Since it\u2019s an outpost, I figure there should be some sort of armory with the sounds of swords clashing, people talking, grunting and general commotion. It\u2019s not a violent or overwhelming sound, but meant to add the existence of others in the town.<\/li><li><strong>Boat House:<\/strong> There are boat parts throughout the north side of the village, so we need a Boat House where they\u2019re being worked on.<\/li><li><strong>Townspeople:<\/strong> <ul><li><strong>Bartley: <\/strong>Baldur\u2019s Gate Dark Alliance. This is the best game I ever played on Playstation 2. Don\u2019t get me wrong, there were plenty of other phenomenal games. Remember Killzone? The music and cinematics of Killzone were phenomenal. However, I played and replayed BGDA 1 &amp; 2 a dozen times. Just a great game. And in any town there was always a trader, someone to offer you new wares. Bartley was the reliable trader. I decided to ask a friend who also loved this game to record some talking sounds in his best Bartley voice. <img decoding=\"async\" width=\"500\" height=\"281\" class=\"wp-image-1024 lazyload\" style=\"--smush-placeholder-width: 500px; --smush-placeholder-aspect-ratio: 500\/281;width: 500px;\" data-src=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/bartley.jpg\" alt=\"\" data-srcset=\"https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/bartley.jpg 1280w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/bartley-300x169.jpg 300w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/bartley-380x214.jpg 380w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/bartley-20x11.jpg 20w, https:\/\/timcorpus.net\/wp-content\/uploads\/2020\/01\/bartley-190x107.jpg 190w\" data-sizes=\"(max-width: 500px) 100vw, 500px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" \/><\/li><\/ul><ul><li><strong>Guards:<\/strong> At the two gates of the town I will add guards. They won\u2019t say much, but they\u2019ll say something as you walk past them.<\/li><\/ul><ul><li><strong>Female Elf:<\/strong> This is partly out of accessibility. One of the assets I have to work with (for free) in Unity is an Elven Female warrior. Perfect! She\u2019ll be the type of NPC (non-player character) that gives the player a job to do (a quest). <\/li><\/ul><ul><li><strong>Others:<\/strong> I don\u2019t know yet, but I\u2019ll figure out some other character assets to place\u2026<\/li><\/ul><\/li><li><strong>Other animals:<\/strong> The village has to have livestock, right? So, I\u2019m going to use one of the buildings as a small barn. I\u2019ll add some chickens, a cow, and a goat.<\/li><li><strong>Tavern:<\/strong> In this scene, you cannot enter any of the closed buildings, but that doesn\u2019t mean they\u2019re not active. One of them will be a tavern, it will be active with people, so you\u2019ll hear clanging, voices, and general commotion.<\/li><li><strong>Footsteps: <\/strong>Obviously we need the sound of footsteps so that it is apparent that the player is a biped and not a floating brain.<\/li><\/ul>\n\n\n\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class=\"responsive-embed widescreen youtube\"><iframe title=\"Killzone 1 all cutscenes HD GAME\" width=\"1170\" height=\"658\" data-src=\"https:\/\/www.youtube.com\/embed\/q9coP9ZCDbc?feature=oembed&#038;showinfo=0&#038;rel=0&#038;modestbranding=1\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" data-load-mode=\"0\"><\/iframe><\/div>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">That is a lot of sounds, but all should help build the world\nwe\u2019re walking through.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Finally, the music. I decided on something somber, distant,\nand generally moody. This isn\u2019t a high-tech village, so no electronic sounds.\nOf course, I\u2019m coming to this scene with all of my bias from previous soundtracks\nlike Skyrim and Lord of the Rings. That being said, I wanted a simple\natmospheric soundtrack that is okay repeating. The music <em>is<\/em> somewhat non-linear. There are locations in the scene where you\nwill go and it will trigger the \u201cchorus\u201d or perhaps get quieter and trigger the\n\u201cverse\u201d. In doing this I wanted to be able to build the excitement in some\nareas while relating a more contemplative feeling in other spaces.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In the next post I\u2019ll discuss more of how I built some of\nthese sounds and placed them in the scene. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>In my last post I discussed my love of video game music and why I\u2019m working on these projects. The first thing I did was download and install Unity and FMOD. I followed the tutorial and imported the scene \u201cThe Viking Village\u201d. The teacher in the tutorial has his own suggestions on sounds to add&hellip;<\/p>\n","protected":false},"author":2,"featured_media":1012,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_wp_convertkit_post_meta":{"form":"-1","landing_page":"0","tag":"0","restrict_content":"0"},"footnotes":""},"categories":[146],"tags":[150,148,151,149,147,152],"class_list":["post-988","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-journal","tag-fmod","tag-guild-wars","tag-killzone","tag-unity","tag-video-game-music","tag-viking-village"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Viking Village Part I: A New World - Tim Corpus<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/timcorpus.net\/index.php\/2020\/01\/09\/viking-village-part-i\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The Viking Village Part I: A New World - Tim Corpus\" \/>\n<meta property=\"og:description\" content=\"In my last post I discussed my love of video game music and why I\u2019m working on these projects. The first thing I did was download and install Unity and FMOD. I followed the tutorial and imported the scene \u201cThe Viking Village\u201d. 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