Honest to god, I have wondered to myself before "Why aren't there more sound design analysis videos on youtube like there are for animation and character design?" Very VERY high quality video, well done.
Same! I feel like there aren't enough videos talking about why games sound the way they do, and especially related to game design. Deadlock has a bunch of interesting stuff to talk about since it's combining so many genres while also having all the personalization of each hero and whatnot. My ideas for next videos are about how and why footsteps sound so drastically different per hero & allied vs enemy footsteps, how it breaks away from traditional mobas where you can hear people you can't see and how that relates to vision, or on how it telegraphs attacks like vindictas ult. Thanks very much for the comment, I'm so new to making videos and was hoping youtube would help this video find its audience :] more to come!!
@xylvnking If there's more like this to come, I'm already subscribed. I hope this is the niche you hit and get big off of, cause I can't imagine I'm the only one looking for good audio analysis in games.
@@Augustus-z1d valve hasnt had this kind of dramatic art direction for a while out of dota. cs2 maps are so beautiful but the style lost them a lot of players to valorant
The weird part is in low to mid MMR usually they end up sucking in the mid and late game because often they are really good at shooters but have no idea how to play a moba.
i've always thought this played a huge role. honestly the sounds in deadlock carry so much weight in the experience, i'm so impressed they are able to affect me as deeply as they do.
Looooove this topic! I've been so hooked on the sound design since I started playing the game, happy to hear that you put words on what I was feeling! 😊
Thank you!! It's my first time editing one together so I genuinely appreciate that. It's such a good sound, drives me insane to hear a bunch of them after a walker or something especially.
I love this video. Video games and sound design (and music production in general) are literally two of my favorite things. I really hope to see more, this type of content and editing style have the potential to blow up imo :)
I've always thought the deny sounds like a lightbulb breaking. It makes sense for a glowing, hollow sphere that contains energy. Also, it's important that the dissonant sound is glass breaking. It brings into mind glassware falling to the floor, the stress of trying to clean up the shards, being careful to not step on anything, that something delicate has been broken and that repairing it is not possible.
This was such a nice and succinct video! I've been making music for 2 decades and gaming for 3 so this is extremely up my alley. I hope you keep making more cool stuff!
Literally had the thought earlier today that it is interesting how they were able to make the opposite of a "headshot sound effect" where it feels bad, and then your video popped up!
I feel a deep sense of nostalgia when I think about how the sound of desoul contrasts with the innocent popping of collectible stickers in the Little Big Planet franchise. It's almost heartbreaking to see and hear how such an innocent sound has evolved into something so devastating, as if losing everything the moment you hear it."
i keep ranting to anyone who will listen about how good deadlock's sound design is, and how it's got so much of dota's dna in that way since i would always rant about dota's sound design too 😄 it's great to get an actual analysis of one of my favourite sounds :D
This was great. I also like the quick bite size approach to it. I don't mind longer videos but for something I'm not necessarily interested in to a large degree, I like that it was a nice quick in and out. Longer videos might be great for people interested in sound design, Quick ones are going to be great for a larger general audience. I say go for it because this was informative but didn't feel overwhelming!
I'd wager that the frustration you feel comes from you expecting to get the soul. Frame it with the understanding that it's a thing to get better at, and isn't just random chance and you feel better about it.
Honestly the sound of a soul urn being secured then the souls being denied is devastating, you might be fighting across the entire map and suddenly you've knocked over nana's china cabinet; instant anxiety.
such a cool video! Thanks for the thoughtful, creative topic. I think Elden Ring & Apex Legends have good sound effects worth analyzing, like all the kill/item/weapon sounds are so evocative & satisfying in ways that are hard to articulate
Hey dude, this was really cool to watch. I work in audio myself, and sound effects are super interesting to me. Looking forward to what else you put out ^^
Just subscribed. Please do more sound design analysis. Since you've already done some LoL, I wanna see you do Dota 2. I love how the sound design of every ability (especially ultimates) in that game are very distinct and realistic that I can close my eyes and listen to a huge messy teamfight happening and can still pinpoint every abilities used.
Great video! Can’t wait to see more. If you need inspiration, Apex Legends has some good sound cues, especially when shielding, cracking an enemy shield, or getting a down or a kill
Id also like to point out unlike Ow where each character yells their Ults, Deadlock has none of that but each character has their own unique sound cues that its not hard to tell whose who
You didn't mention the most stressful situation of all - when souls are denied somewhere far away, like from a destroyed walker or soul urn where you're not around. That results in far more instances of that sound, sometimes to the point of causing physical discomfort.
Do one about Seven’s voice design please! Ever since I started playing i found it quite mesmerising how they did the little crackles in his voice making him feel made out of electricity. I tried some stuff myself using ruina plugin and krush but didn’t come anywhere close to it.
one thing to keep in mind is that some characters are wayyy better than others at confirming and stealing souls (specifically characters with high projectile velocity and shotgun characters). Sometimes even if you shot first or were more accurate than them you’ll still lose the souls because of character diff lol
this is super fun!! i love this! would you be willing to take a peek into some Overwatch sounds? I've been in love with Overwatch's sound design for years and years, ever since it first came out, and a lot of techniques that were novel in games with the release of Overwatch (such as adaptive spatial reverb (!!!) or more generally, the at-the-time uniquely intricate gun, hero, and ability audio, ultimate voicelines, and other things) are now standard industry practice or widely copied, 8 years later. In large part because the sound design of Overwatch is truly absolutely extraordinary. Especially in Overwatch 1. They absolutely killed it.
on yesterday's game, i made the mistake of not staying behind my creeps to deny my creeps meanwhile my enemy do these. after i took their tower, i just realized i am still lacking in souls by half even compared to my opponent though i thought i did great because my tower are still alive. i have watched many useful tips but seems like i never put it to practice.