Pre-Gold II (Due 12/9 11am ET)
Crystal
- mixing
- ambience
- remix credits music
- apply lowpass filter to war drums for VNScene1
- add reverb to narrative VO in Wwise
- make new tasks for morgan that are in audio
Emily
- Iterate on upgrade sound🥺
- Draft unpoppable enemy sfx
Morgan
- Volume normalize dialogue + reverb
- Reiterate on enemyDeath
Background ambience brainstorm
- river - done
- seacoast - done
- crickets - done
- birds chirping
- wind - done
- fire crackling
Pre-Gold I (due 12/5)
Crystal
- Draft unpoppable enemy sfx
- Iterate on playerDeath SFX
- Put crickets in the second level
- stretch: have associated real-world SFX in the narrative scenes (1st narrative scene is most important)
upgrade/sell menu popping in/out SFX (different from tower select SFX) (might not need?)???
Emily
- Iterate on upgrade sound🥺
Morgan
Iterate on background music for main menu - 12/1Iterate on background music for 1st narrative - 12/1Ceramic hit SFX - 12/1Ceramic break SFX - 12/1- Alternate victory theme (more serious/courageous, with drums) - 12/3
- Background ambience - 12/4
Background ambience brainstorm
- river
- seacoast - done
- crickets - done
- birds chirping
- wind
Pre-Beta II (due 11/28)
Emily and Morgan recording next Monday or Tuesday.
Crystal
- Second narrative cutscene music
- record voiceover
- Iterate on playerDeath SFX
- Iterate on slider SFX
- Iterate on credits music
- Iterate on explosion shooter SFX (make thunder sound softer using volume automation)
- Game over - short
- Draft credits music
- Draft tower select SFX
- Iterate/find out how to implement explosion shooter SFX
- upgrade/sell menu popping in/out SFX (different from tower select SFX) (might not need?)
- Draft SFX for sliders
- Implement medium map, hard map music
- Implement ambient SFX (crickets)
- Implement sell sfx
- implement ghost ship being attacked
Emily
- Iterate on background music for second level
- Draft bulk enemy (ghost ship) "being attacked" sound - when the projectile hits the MOAB
- Draft spending $ sound
- Victory theme - short
Morgan
- Iterate on background music for main menu
- Draft background music for first narrative cutscene !
- Iteration on "popping" SFX !
- Draft (iterate) SFX for button clicking !
- Draft button hover SFX
- Ceramic hit SFX
- Ceramic break SFX
- decide casting by 11/21 (final), 11/18 (have a person who says they can do it)
Tasks
- Bulk enemy (ghost ship) "being attacked" sound - when the projectile hits the MOAB
- First draft of "break apart" SFX for bulk enemies (i.e. when a MOAB splits apart into multiple smaller enemies)
- Explosion SFX (for explosive shooter)
- Tower placement SFX
- Iterate on background music for all levels
- Background music for hard level
- Create background music draft for second level (similar tone, increased urgency?)
- Background ambience (torches, crickets, water, etc.)
- Iterate on background music for main menu
- Draft SFX for button clicking
- Draft credits music
- Campaign music
- Draft background music for first narrative cutscene !
- Iteration on "popping" SFX !
- Draft (iterate) SFX for button clicking !
- Iterate on background music for main menu
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Pre-Alpha Tasks (due 10/31)
all
- (old) flute, strings, harp, acoustic guitar, dulcimer, ice mallets, duduk, drums (????)
- possible VSTs/AUs go here
- BBC Symphony Orchestra Discover
- Ample Guitar M Lite II
- Check Spitfire Labs
- SGM soundfont
- decided VSTs:
- Guitar: (all spitfire labs) - moon guitar, mandolin, guitar harmonics
- Flute, Strings (?), Percussion, Harp: BBCSO Discover
- Harp: LABS Autoharp
- Percussion: BBCSO Discover, LABS Percussion
- Choir: real people, or LABS Choir
Crystal
write up list of sound fx in td bloons 6 and put into "all tasks"- edit first narrative scene dialogue, put into confluence and share with morgan
- Draft credits music
- Explosion SFX (for explosive shooter)
Physical shooting SFX ask amberremoved b/c Bloons TD 6 does not have themMagical shooting SFXremoved b/c Bloons TD 6 does not have them- Wwise tutorials
Emily
- Iterate more on background music for first level
Create background music draft for second level (similar tone, increased urgency?) !- Iterate on tower placement SFX
- Wwise tutorials?
Morgan
- First draft of "break apart" SFX for bulk enemies (i.e. when a MOAB splits apart into multiple smaller enemies) !
- Draft background music for first narrative cutscene !
- Background ambience (torches, crickets, water, etc.) !
- Iteration on "popping" SFX !
- Draft (iterate) SFX for button clicking !
- Iterate on background music for main menu
- Start Wwise tutorials
Audio Tasks for Pre-Alpha II
- Iteration on "popping" SFX
- First draft of "break apart" SFX for bulk enemies (i.e. when a MOAB splits apart into multiple smaller enemies)
- Physical shooting SFX ask amber ????
- Magical shooting SFX
- Explosion SFX (for explosive shooter)
- Tower placement SFX
- Iterate on background music for first level
- Create background music draft for second level (similar tone, increased urgency?)
- Background ambience (torches, crickets, water, etc.)
- Iterate on background music for main menu
- Draft SFX for button clicking
- Draft credits music
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Due 10/17
all
- (old) flute, strings, harp, acoustic guitar, dulcimer, ice mallets, duduk, drums (????)
- possible VSTs/AUs go here
Crystal
- write up list of sound fx in td bloons 6 and put into "all tasks"
do more wwise 301 tutorialsimplement received sfx
Emily
First draft placing tower sfxFinalize first draft "easy" level music, upload stems- Wwise tutorials?
Morgan
Finalize first draft menu musicFinalize first UI sfx- Start Wwise tutorials
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Due 10/12
Crystal
first draft "popping" (enemy death/layer pop) sfxwwise-unity integration test
Emily
First draft "easy" level musicFirst draft placing tower sfx
Morgan
- First draft menu music
- First draft UI clicking SFX
- Start Wwise tutorials