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The mandate comes down: there's a new ship, a boat tank, that John Crewe has approved. Where does this process start for you?

TL;DRDan says he would first work out how a boat tank moves through water, argue it out with Corentin, then choose a heavy, industrial, percussive sound style based on how the vehicle looks.

DanSound Designer

For me personally, I would say we don't have any boat tank systems in the game, so how does that boat tank get through the water? We need to work on a system which tracks its water velocity, maybe the viscosity of the liquid it's traveling through, and how that plays against the traction of... Does it have tracks? Does it have rudders? What's it running on? And then Corentin and I would argue about how that works for a couple of hours. And then we would finally settle on how we're going to do the content. What does it look like? When you say something like boat tank, it makes me think of... I'm really into mechanical things and vehicles. I really like how countries got around things in World War II, and there were amphibious vehicles, amphibious wheeled vehicles for the Germans in World War II. So I would approach something like that with a really heavy, purpose-built, solid sound for everything, not much resonance. It's all really hard-hitting and kind of percussive in a way. That would be the style guide for me without even looking at it. Maybe it's built by Origin, maybe it's posh. But with you saying boat tank, that makes me think of a really industrial sort of... like Land Rovers, the big, I'm not sure what the name of the vehicle is, but the big German Mercedes, I think they were Unimogs. They built them to go through the water. And I've seen a lot of media of them before. So I would go for that sort of aesthetic. And it's a lot about looking at something and deciding how that sounds based on how it looks.

Star Citizen Live›Behind the Dev - Sound Designers·
Published on this date.22 Sep 2023