Fallout New Vegas Sound Design

The sound design for the game “Fallout New Vegas” has to use many natural sounds as well as computer made sounds as the game is set in a futuristic setting and requires sounds for weapons and creatures that we don’t have in real life. Andrew Dearing, Justin Bell, Mikey Dowling, and Jonathan Pendergrass all worked on the sounds for the game making it what it is. Obsidian (The company that made the game) went on many trips to perfect the sounds for the game, traveling to deserts and camping so the could collect as much sounds as possible, then going to abandoned buildings for example, they did this to get all the creepy sounds which fit into the game. By doing this it really fits the game and really shows what they’ve done. They used Sound Devices 702 and a Sanken CS5 to make the sounds possible.

The feel of the game really shows in open area from day too night, the transitions between night and day where fluid and seamless to do this they made ambient loops, dusk and dawn without a lot of motion they did this too keep the repetition to a minimum, this kept the sound dynamic and fresh so you could keep playing the game without getting sick of it. Also they added distant screams, breaking glass and muffled explosions to add a sense of danger in which keeps the player on their toes, doing this shows how the sound and music really help the player feel immersed into the game.

As Fallout New Vegas for ambiance For ambience, Obsidian mostly used the existing systems except for one key addition. They added the ability to attach sounds directly to the art objects that the designers would place in the game. For example, when the sound designers added a wood creak sound to the wooden telephone poles in the town of Goodsprings, that sound would automatically propagate to all of the telephone poles in the world. This was a key new feature for the game. After that they added subtle sounds to anything we could from broken down cars to piles of dirt. Every subtle sound they added created a even better ambience so they game would come to life. They created the audio so it wouldn’t interrupt each other and run smoothly. When the player is out in the middle of the desert without a town in sight, the music plays in a matter that is similar to the one shot system described above. Bits of music come and go in small bursts and blend with the sounds of the Wasteland itself. The music also builds upon itself as the player moves towards locations of interest in the Wasteland.

Overall, the combination of setting strong real life sounds, and working the Obsidian team working endless hours of sounds. This project had its difficulties as collecting all the different sounds, but in the end the complete soundscape really worked well with the theme and look of the game. I feel that the sound is excellent and works well with the game.

Modernism and Post Modernism



As you can see on the left is modernism, made before the 1980’s they had limits to what they could create for example since computers weren’t around as much as they are today people  had to stick with drawing, painting, air brush, screen print ect (traditional methods) using dynamic shapes to show what they are advertising. If the artist wanted a human for example in their poster they would have to make the person look like a person unlike now where artists have more freedom the make what they feel will suit so the if a person wants to draw a human now it doesn’t have to pacifically look like one. Post modernism started after 1980’s to the current day when people started using digital techniques to design posters, when this happened artists and designers had a chance to show what they wanted in a easier form, less detailed. Post Modernism is more open as it allows more spiritual, relational and creative/imaginative ideas and approach towards this design.

The picture on the top left is Modernism and as you can see there is a more realistic feel towards it, you can clearly see the point of it, used in times where we where at war to get people to join the army/buy stamps to send to people in the war zone, telling you what happening  and basically straight to the point as it has a lot of writing in it compared to post modernism. In the Post Modernism poster on the right the person who made it has used shapes to create the rocket and a cartoonish smoke underneath, this has been done by using a computer to create it, this poster is more plain than the Modernist one we saw first as that poster has been hand painted and copied. As you can see below I have put a bunch of Post Modernism and Modernism into a collection, you can see the difference of design between them,  it shows how detailed the Modernism posters are as they had to be hand drawn/painted in order to make them, then the Post Modernist posters are more open to have different ideas in how to show what they are trying to get across. The way the artist portray the Post Modernist posters are very related to the world and to create you own meaning through sometimes your feelings to create the poster. However traditional methods include the truth/facts following god or the world events with a logical perspective on what you making following the objective of what you are creating thinking on your own to create an idea that will appeal to the public. In conclusion you can see the changes between how people expected you to make on a poster to the times like now where you have so much more creative freedom in what you make as things don’t have to be hand drawn/painted anymore since we have computers and can create designs much quicker and to a high quality to what you need.

Modernist posters
Modernist posters
Post Modernist posters
Post Modernist posters

Video Game Interface Assignment – Part 1 – Planning


I am required to design a professional game interface for a racing game which should use some of the following amount of laps, position, tim, best lap, speed/speedometer, map , wing mirrors, brand, if the car is damaged, power, boost/nitro, way finder, checkpoint. The game has to be in London and have to decide whether to add other designs into the game.

I think the main thing to think about is what kind of racing game it going to be as depending on the type of car the interface will be different, four example if you get damaged will it make it harder to view the interface as it breaking. This is what I will think about as well as the positioning and size of the parts in the interface.

Interface –

Most games about cars the interface comes either in a third or first person perspective depending on which it changes the style and places of the parts of the interface. First person takes up more of the screen usually as the game creators what to make you (the player) feel as if your in the game experiencing what it would be to drive a car in a real race. On the other hand in third person the screen is more clean showing more of the games visuals then hiding some of the interface to do this.

Shows more of the game
Shows more of the game
Takes up most the screen like a real car
Takes up most the screen like a real car

As you can see the picture on the left is more open keeping the interface small in the corners also making the map this and see through as its not in a box and on the right picture it takes up more of the screen using the car in game to show off some of the interface, but not taking up to much space so you can still see the looks of the inside of the car.

On the picture on the right you can see the map is only showing the are in which they are on/coming up to then fading away when you get away from it this is good as it doesn’t take up the whole screen and get tells you where you need to go without showing the entire map, when planning I will need to decide whether I should do something like this or show the whole map like the picture on the left.


If a car in a game has branding the company that made the game has to pay the car company to use their brand ing the game in which is expensive and since I don’t have enough money to pay for a brand I will have to make up the brand during the design process.


Week 1 – planning more, gathering ideas, analysis of interface (task 2)

Week 2- finish off analysis, start on development by sketches and annotate

Week 3- finish sketches, ask peers about work and write up on blog

Week 4-Mock ups and final visuals, create professional look (3 designs)

Week 5- Evaluation (750 words)