This demonstration uses the game ‘Unreal Tournament’ by Epic games to showcase advance sound design and implementation in the Unreal Engine.
All sounds you can hear in the demonstration were created by myself.
In a lot of games over the centuries, pickin up new items have always been a sense of achievement. Even if it is on very small scale (like sonic rings and mario coins) they all add up for feeling good until of course you lose them all.
Sound design plays a huge part in picking up an item and the feeling it gives you. There are a lot of different things to consider when creating the sounds for pickups and how to address them which include:
How significant the item is - is the item rare or common, powerful or weak?
How many times you are likely to pickup the item - The more times you pickup and item, the more often the sound will be played. So if you repeating picking up the item at a fast pace it is important to keep the sound, short in length and not annoying. On other hand, if you have an item you pick uthp once, you can add an extended length and as crazy as you want. Nintendo's Zelda has a good example of this.
What is the action of picking up the item - Think of picking up a pen or a sword up from a table. The item will slide/scrape or bump the table slighty when picking it up.
What characteristics does the item have - Is it made from wood, plastic or metal? Does it have a moving mechanical part?
Thinking and taking into account all of these attributes are important to help differentiate between each item and the feeling it provides.
Here are some examples of the pick-ups sounds I created for the unreal tournament example in the video above.
The introduction to this video shows a health vial for pick up and adding extra health to the character. This enables the player to endure more damage taken from other player giving them a more super human feel.
The health vial has three main elements.
For me, when I initially think of armor, I always think of knights in their huge clanky metal suits ready for a middle age war. Hence you can hear a clangy metal sound combined with an choir sound.
When playing the game, armor assists significantly with resisting damage, you could say with almost a god-like ability. So adding the choir sound feels appropriate with giving the feeling of life, or being blessed by the gods type attribute.
In this scenario we are not in the middle ages, we are actually in the future (the game not the level). Therefore I didn't want to go all in on the ancient sounds, To counter this I layer and incorporate new synth type sounds.
Last but not least we need to take into account the action of collecting and putting on the armour.