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The first time I fired up Uranus Attacks all I could hear in my head was cheesy retro sci-fi video game SFX and music.  I'm talking Asteroids and Moon Patrol type retro.  With the static creatures and choppy gameplay it was hard for my mind to wrap around much more than that.  My first few sound effects were definitely along those lines.  Cheesy polysynths and simple modulation.  As I got further into the project, however, I found myself playing more intricately with those same tools and trying to make them sound convincing, not in a hyper-realistic sense, but to help fill the gap left by the static visual elements with sound. 

Having completed this sound design project from the ground up I've learned that not only does it take a lot of work to create a soundscape by yourself but I have a pretty natural knack for this process. I probably have my passion for the video game industry along with my previous experience in audio to thank for helping me through some of the most difficult sections and specifications necessary for effective sound design. One of the most challenging aspects for me was either finding assets that didn't clash with one another or finding ways to create the space in between assets that did clash to create a satisfying gaming experience.  By far the most important take away from a workflow perspective is the absolute necessity to keep sessions, and by extension assets, well organized and labeled.  The more organized a session is the faster and easier it is to go back to make changes.

All in all I feel much more well rounded having completely this project but I've heard it said before that talk is cheap. Use the links below to experience my sound design journey.

Uranus Attacks Sound Design 

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