Arcade Trap Week: Sound Breakdown
So if you read/saw Monday’s blog post, you now have some idea of how the animation for the short film was created - but that is only half the story. The other half… sound!
Actually, as a quick side note, some people feel that it is actually more than half the story - because a lot of people are okay with watching shoddy pictures but won’t tolerate bad sound. Just ask Blair Witch Project distributor - $10k to shoot the pictures and then $1 million for the sound mix.
Okay, so that you can get the whole story, I created this video to give you an idea of what went into creating the soundscape for the Big Boss sequence in Arcade Trap. It covers atmos, foley/spotting, voice and music.
Hope it pleases your ears!
In case you haven’t seen the animation and are wondering what all this Arcade Trap jabbering is about then you can watch it for free right here.
Arcade Trap Week Links:
Monday: Lead animator Aldrich takes us through a video breakdown of the animation process, shedding light on the nuts and bolts of animating Arcade Trap’s many fight sequences.
Tuesday: We look at the character design stages of Arcade Trap, from early concept sketches to the final models used in the finished piece.
Wednesday: Get yer ears ready, as Aldrich’s back. This time he’ll be showing us how the sound was engineered and implemented within the short.
Thursday: I’ll be talking to game designer Adam Reed about his involvement with the two Arcade Trap videogames that AWS produced, Memory Bytes and Critter Rush.
Friday: I try my hand at constructing some of the AWS-produced papercraft models designed to celebrate Arcade Trap’s release. Scissors and glue attack!

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