Okay, here we go. Today's going to be fun, guys. Let's jump inside of Unity and get started. Actually, guys, we're not going to be in Unity today. What are we going to be in? Oh, today's going to be fun. What am I saying? We're going to be working on audio today. I'm going to show you guys how to create some really great ambience. It's going to change everything for our scene. working on a forest. I'm sorry. I'm getting a tattoo and I want to make sure I get this scheduled here. Yeah, we're going to be working on some cool uh Hello, welcome, welcome, welcome. That was loud. Welcome, welcome, welcome. Yeah, we're going to be working on audio today. So, let me show you guys really quick. So, here's what we're going to be
working on. Before we do that, I did want to say check out this uh really cool 15minute um webinar below. It's going to show you how to make a 3D game. And look, the best part is it's taught by somebody who is working on a 3D game, like an actual commercial 3D game. I'm going to show you the stuff that I wish I had known um when I first started learning 3D. So, just opt in below, links below. I think you'll really find it valuable. You'll learn a ton. So, check that out. Um, okay. So, what was I saying? Oh, guys, we have so many things we need to work on today, but what we're going to work on in particular is audio. I think that this is going to be probably one of the most valuable streams for you to watch. Um, because audio is one of those things that people it what what's the word what's the word? It comes naturally or it doesn't. And it so so for those of you who it doesn't come naturally for, I'm going to do my best to kind of show you
um maybe some weak points in the way you're hearing things. Um audio is directly connected to visuals. The goal with audio is to make it feel like it looks sometimes you need to cheat. So we're going to do a lot of that. Um so massive list of stuff today, but the first thing here is ambience. Ambience. Ambience for our forest level. Now, I can't show you too much of what the forest level is. Um, so let me be very careful with what I show. Um, give me a sec here. I'm going to open it up. I could show you maybe the entrance to this level and that's about it. Okay, I can't show you too much. But the reason why we're going to do new audio for this is because the level doesn't feel something feels off with the level and I don't honestly I don't know what it is. So, let's jump inside of Unity. Take a look. So, first and foremost, first thing I want to do is show you what we what we're currently
working with. So, let me hit play here and we can hear this out. Thank you, Noobster. Thank you. Thank you. Thank you. Thank you for the wonderful donation. It means a lot. Okay, so let's go ahead and make sure. For some reason, we're spawning in the middle of nowhere. Let's double check. spawn point A right here. So, we should be spawning right here, but for some reason, we're maybe I need to clear that game manager. Clear, clear, clear. Try again. Please, God. Okay, good. All right, I can show you this. Okay, there is a bird that chirps. Listen guys, even the
crickets. Sure. I like those. And I don't like the birds either. So, we're going to rework this. Ready? All right. Here's what we're going to do. It's important to note that Thomas is using artless.io. I don't recommend it. I don't recommend artless.io because they're going to charge you thousands of dollars to license your the game sounds after the subscription fee. I found this out the hard way. Okay, I found this out the hard way. I was subscribed. I was downloading all these sounds and then I found out that those sounds aren't actually licensed for games. So, in a way, I was kind of trapped. And so a year or two later, actually two years later, I finally paid the fee. So I I've already paid the fee, so I'm willing to go ahead and keep using these sounds. I've already downloaded a couple sounds, including some trees in the wind, some ambient sort of very soft cold sound.
I'll show you what that is in a sec. Um, so let's go ahead and open both these up. Um, this is from Alaska Night. So I'm going to open this up in Audacity. Audacity is a free audio tool. No big deal here. We're gonna Let me ask you a question. Do we want to do mono or stereo? In your mind, you might think always stereo. Always, always, always do stereo. Um, but the truth is is that stereo doesn't exist in a game if it's a 3D audio source. And most most sounds are 3D in a 3D game. So, for example, a torch with crackling um fire is converted to mono. in a 3D spatial environment, which I know sounds backwards, but in order for it to pan between left and right and adjust volume based on the distance to the torch, it has to be mono. You're not you're it
it's almost by necessity mono, or otherwise it would just wouldn't work. Um, but because this is going to be ambient sound that we hear in a two-dimensional space, meaning its volume doesn't change based on the player's position, we can do nice, beautiful stereo audio. So, let's go ahead and hear this. I'll turn it up for you guys. Now, I'm not saying we want to export in mono sometimes. I think you should always export in stereo. Just know that prioritizing stereo and making it really sound good. Like the right on the the right we hear a bird call and then on the left we hear a dog. You know, prioritizing that and panning stuff in this project is important because this is going to be a 2D uh audio source. Turn this up.
You good? Okay. I don't like this. Don't I don't like any of these birds. So, we're going to cut all of these out and hope that we get a nice smooth transition. Let's listen. We did. What's over here? So that sounds like a jungle right there. So I'm going to kill that. Very good. The birds really ruin it. They bring joy and we don't want that. So you can actually identify where the birds are.
Now, we're not going to worry about perfect looping here. I'll show you how we're going to perfectly loop this in a second. Okay. Notice how because this is our base layer. Um, well, we'll talk about that in a sec. We'll worry about volume. We do not like birds here. We don't want birds on this level. This is dark. This is dark. Now, there is a type of cricket that is very important to me. And these crickets come out in autumn. So, I'm going to see if I could find this cricket. I'm going to do a little bit of gro research. Why or what crickets come out in autumn during in in my state, South Carolina? There is a type of cricket that I want to hear. So, let's see what Grock has to
say. Let's also go ahead and while while Grock takes forever here, let's go ahead and import that other sound, which is chimes. Okay, very subtle chimes. We just want very subtle chimes every once in a while. And guys, basically what we're doing is we're simulating. It's not like we're we're sometimes I the way I used to think about ambient sound is I thought it's coming from over there. Sometimes it's okay to simulate as if you there's something in the corner that you can't see and it's like to your right. It's okay to sort of move that around as long as it's subtle and it makes the world feel alive. Sound is amazing. Your brain takes sounds and tricks you and lies to you like you
wouldn't believe. So, I'm going to add some of these throughout just sparingly. I'm going to go ahead and mix all this together and we'll do a nice stereo mix. Yeah, we'll use crows. That's a great idea. I'm going to kill this section because I can I can hear that freaking bird. We'll drop it down. I just want to hear almost white noise here. And I'm going to add some reverb to this to make it sound dreamy. This is a very dreamy environment. Generate some silence
here. Okay. And let's add some reverb to this whole thing. just just the chimes. I want it to sound like we're in a magical wood. Okay. So, that's why reverb makes sense here. You wouldn't get reverb. You would actually get you would get echo with a loud sound in a forest, but you wouldn't get reverb unless it was dense. If it was a dense forest, you might actually apply almost the sound of like a quarry. Um, let's go ahead and mix and render this. We go. And I'm going to add reverb here to make this sound dreamy. Apply that. Trust my gut here. Add a reverb. A bigger reverb with a longer tail and make it a little bit more wet.
And I'm going to do a pitch change. Pretty significant. That one's too much. Very subtle. Very subtle. Okay. Uh, moving forward, we're going to add in some uh wind in uh there's a movie. I'm not sure if you've seen it, but there's a movie called um Signs. Now, I know some of you are like, "Oh, well, duh. I've seen that." But just remember, guys, if you if you said duh to that, you're probably getting older. Uh not a lot of young people, I think, have seen. Maybe you have. Let me know if
you're young and you've seen it. Um, but uh, in that movie, the sound of the corn blowing is just spine tingling. So, let me explain how we can do that. Here, we're going to use tree uh, sorry, wind in the trees, the sound of leaves blowing. We're going to use that to create a sense of horror. So, give me just a sec here. Mix render this. What is this? This is our our wind in the trees. Now, what you want to do is you just want it to happen like every, let's say, 15 to 30 seconds. See? Isn't that great? Oh, woo. And now, but you don't want it to be constant. You want it to be this feeling of something's in the trees. what's gone and it's quiet and you have that quiet ominous dread and then it
comes back and you guys this will make sense I promise. Um so we only want this every once in a while. So I'm going to do one uh one here. one there, then one here. And hopefully you guys will understand why this is like I would I would argue that this one effect with the leaves, it might be like the most valuable thing about the ambient sound on this level. Okay.
Drop it down, Tom. We don't want to do too much. Back to quiet. See, like storm is coming. Here we go. Comes in again. Oh. Oh. Now we can just fade this in and fade this out, but we cannot fade this and this in. We can't fade this in and this out. This needs to loop perfectly. I'm going to get rid of these chimes. They're too happy. They're too happy. There's a better chime. Um there's there's a movie called Twister that does it really really well. Um The Sound of Chimes. So, I'm going to see if I can find those. Okay. Ball field
crickets, right? Carolina ground cricket. Um, let's see if we can find this exact cricket on YouTube. We need to identify the sound and then we can we can search for it on ball field crickets. See if this is the right sound. Give me just a sec, guys. So, yeah, we're going to add some crickets, but it's not going to be the whole time. It's going to be subtle. There it is. Oh. It's that you'll hear it. Obviously, guys, it's just crickets. I'm not sure if this is a southeastern kind of cricket, but this is what I'm used to.
So, I want to add this in slowly. Now, it's a little too peaceful. So, if we add some crows and some trees blowing or creaking, we got a a rock solid horror vibe. Says, "I'm considering to start streaming my game, but I'm stuck picking out a streamer name." Don't worry about that. Don't get lost in the weeds. Just start. Just start. You'll figure it out as you go. Just get going. Move. Go right now. Don't think about it. And you're not going to get a lot of views. People aren't going to show up. But that's okay. Keep keep building an audience is a very almost insane. You have to kind of be insane. You have to just power through people not showing up. Just say, "This is worth it. This is worth it." And you get better and better. Okay, let's go ahead and find these cricket
sounds. Ballfield cricket. Right. I wonder if there there's some crickets here. Nope. No. That sounds like spring to me. You'll know it. Giving me summer vibes. Yeah, it's different.
No, it's going to kill it's going to kill the vibe. We're not going to do it. Okay, moving on. Branch Creek wind. Is that how you spell it? I want to hear the bending of the trees. You know what I found? If there are very specific sounds that you just can't find on these li sound libraries, the free ones tend to have those specific sounds. And they're not perfect, but there's something and you can work with it. So, for example,
tree branch creek. Is that how you spell Creek? Here we go. Yeah, there we go. Free wind creaking. Let's do this [Music] one. Nope. This one will do. You just got to make sure that the license is uh royalty-free. And if it's attribution, that's fine. And I'll show you where the license is here in a sec. But um if it's set to attribution, that's fine. Just make sure you attribute it. So we're looking at Creative Commons. You can copy, modify, distribute, and perform the sound even for commercial purposes, all without asking permission of the That's what it says. You can never be sure though
because anyone can upload to this site. You gota be You just got to sort of It's kind of spinning the chamber. But I've done this with all my previous games. Freound.org. Here we go. Then we'll do it again. Got to sort of manipulate this so it's sounds different every time. We're going to do a pitch change and a speed change. Okay. Then we're going to increase the pitch. We're going to decrease the speed, but then we can increase the p. I guess we could just do a tempo shift. This is fine. And we're going to take
this. See, maybe maybe it's just this down here will work. Type in tree branch wind and see if we can get a different sound. Distant chainsaw. Squeaking branch. That's a good word. Tree branch.
That just the end of that sample is going to be great. So, let's download that. Uh, let's get some crows. You guys want to see some crows? Oh, that coffee is good. Thomas, crows. That was
We could download this one and this one and we'll sort of blend them. Is that Germaine? We're working on some sounds. I'm trying to get a really creepy forest vibe. It's a lot of different sounds we're going to have to put in for this one sequence. Okay, it needs to look like this. What I mean is it needs to sound like this. The sound should reflect the look. And what a lot of people forget is the look should have an aroma. Can anyone smell this? What does this smell like to you? Can anybody smell this scene? What does this smell like? And that's going to help you determine what it's going to sound like.
Your job, especially. Now, game feel is how you communicate almost like your fingers feel something. So, that's touch. So the goal with your game, aside from game design and mechanics and what happens in the brain, you want to try and capture the senses as much as you can. So that's sound should reflect the visuals. The visuals should reflect a smell. Okay. All right. Let's go ahead and bring in these crows. We got a single crow calling here. Stale popcorn. I love that. Damp, musty, chilled after rain smell. Wet grass. Yeah. Great. Sickly sweet farts. An Irish sprint soup. And cigarettes. I like that.
Cigarettes for sure. All right. There's one crow. That sounded great. Actually, we'll add a little bit of reverb. Have it. I I'll show you how we're going to make it sound like it's in the distance. Um the we have a crow calling here as well. This one's kind of creepier. We'll add this one here and one here. One of the best uh ambient sounds you can look at and study is Resident Evil 4 the remaster the first level when it comes to like ambient wood woods sounds. Okay, we're going to basically again guys we got to generate um silence here and then here. We just want as much silence why so that there's room to fill in with delay and reverb. And I'll show you how we're going to do this in a sec here. Tracks or I'm sorry, generate
silence here. Good. Mix and render track. Mix and Okay. What I'm going to do is I'm going to add a little bit of reverb below this. Very wet. Plenty of delay. Plenty of reverberance. Actually, we can go to the presets here and go to um cathedral. Very wet. Fly. Hear that? We're going to drop that down a little. And all we do, I'm going to add a new stereo track down here. I'm just going to shift this over just a tad. Drop it down so that there's a subtle just a subtle echo. It's almost like a subconscious one that you it makes you feel like you're outside and you don't even know it.
Okay. Tracks mix and render. Going to drop the volume down. We want it to be subconscious. Let's look at it and hear it. Okay. So, what kind of enemies do we have on this level? Right. Um, well, we have the scream of the walker
runner. So, the walker runner, she has a really awesome screen. Turn it down for you guys. I'm going to grab this and I'm going to put it in there subtly, maybe once or twice. Now, look at the look at the length here. We've got every 3 minutes it loops. I'm going to go ahead and mix and render all this down. I trust it. Every 3 minutes we're going to hear a scream. That's kind of how you have to think about it. Do I want to scream every 3 minutes? I don't know. I don't think so. Let's see if this loops properly. If it doesn't, we need to do something. It
does. I think 6 minutes it actually makes sense. Going to take about 30 minutes to beat a level. 15 to 30 minutes. So that's how many loops you know. 30 divided by six is five. XYZ Thomas. Um, always always these it's these jeans from Gap. I don't know what it is. I keep telling myself um, what was I doing? Oh, the screams. So, I'm going to add this this subtle scream every once in a while. And it's going to be distant here. Here. We also need clown sounds. There's that
one. I know it sounds strange. Bear with me. We're going to add a couple screams and yells throughout here. We don't need any thunder because that's actually being controlled by I it's like a lightning directional lightning prefab I have and it plays thunder when lightning actually when a directional lightning light flashes. So we're not going to worry about thunder right now. Um okay clown. Nope. Clown exploder awake. Great. That's That's my voice, by the way. So, we're gonna add that. And we're going to hear all of this in the distance echoing through the trees. Right here I come. This one right here. I think this is
good. You can see why I want six minutes of ambience. Um, so that we can have all these different sounds, but they they don't can't tell they're on repeat. This one. Good. And then we're going to do one more right there. I'm going to add reverb to all this, guys. It'll make sense. Clear this. Clear out all this stuff here. We don't need any of that. We're going to zoom in now. Going to try I'm going to move this one over a little bit. We don't want to hear that immediately. That's ridiculous. Track mix and render. Right. So now we have all these sort of very soft sounds here. Uh some of you are
probably thinking, Thomas, um use something more professional. Like why aren't you using Logic Pro? Thomas, why aren't you using um Thomas, why aren't you using Audition or FL Studio or whatever whatever the best one is, right? And my answer is Audacity is free. Number one, it's super super simple. I tend to not ever open up sound files ever again. Once I like a sound file, I'm committed to it. Um, so I'm okay with using something that's kind of destructive like this. You can't add a filter and adjust it later. It's it's added, you know, uh, to a sound and it's applied. It's rasterized, right? It's the best way I can put it. I don't know. I've never I've never felt the need to open up Logic Pro or
Audition with any of my game sounds. And I can honestly say sound design is some of the best parts about my games. Um, and that's not coming from me. That's just from reviews and press streamers. So, I don't worry about it, you know? I just use Audacity. Um, okay. Let's go ahead and figure out how to make this sound a little bit creepier. Hey, Hector. How you doing, bud? All right. What we're going to do is we're gonna open up a new stereo track here. We're going to go to reverb. I'm going to add some super wet reverb here. Just use a factory preset of church hall. Go pretty pretty big with the room size. Fully wet. Hit apply. And what we're going to hear is a very wet scream
here. Right. Drop this down. That's too wet. Hang on. There we go. Tracks. Mix and render. Now, what happens to the treble as it bounces off and echoes through canvas, tents, and trees? Does the high end get cut or does the low end get cut? Who knows the answer? Hector, you should know that. As it echoes through the forest, do we lose high-end or do we lose low end? Footstep sounds sound great. I like that. That's a good idea. Uh Sean says, "I love
Audacity. I use that to I use that and I record my music in waveform." Another awesome uh you know, that's awesome and and I'm not going to critique you at all. If that works for you, the one thing I don't use Audacity for is music. I use I because I need control over the tempo and music is so finicky um that I use Logic Pro. That's right. The low end the low end is going to move through the trees. The high end usually gets cut away through the ambient to through the fog, right? Um just imagine it. Listen listen guys. If you don't know the answer, just imagine what do I hear? If there was a dog barking, not that's high-end. This is low
end. That's what you hear echoing through, let's say, a neighborhood or a forest at night. So to prove that, if I go to filter curve EQ, I could drop away the highend, hit apply, and let's see if this this helps us out. See, there's still too much. I'm going to do it again. Oh. Oh, no. I don't like Oh, you can do it real time. I had no idea. Wow. Let's see here. What effects do we have? Oh, there's only a few here that work. And then you can do master effects as well. Yeah, I'm not going to worry about that. I didn't know that that existed.
I'm going to do another low end or I'm going to really cut out that high end little much. That sounds like it's indoors. distant. All right, let's do it again. All right, let's add a stereo track here. What I'm going to do is add a delay. Now, obviously, you can do a delay. I don't think delay is in the effects here. It might be, though. It's not. It's not. Um, so yeah, those are the real-time effects which are not you could you could tweak them at runtime,
but I'm honestly I don't even need to do that. If I just drop this down, this will give me a delay. There's delay here obviously guys. You can use that or you can have full control over it by adding a layer here. Delay makes it sound like it's outside. See? See, that's it. All I need track mix and render. We want to hear those subtly to bring it up a little bit. I'm also potentially going to drop down the high end here on this
Okay. Footsteps. I'd love to do some footsteps. So, we'll do running through running leaves. See what we find here. Is it you who voice overs twisted characters voice? Uh, no. I don't I don't do any voices in Twisted Tower except for the enemies. So, like the clowns um and the Yeah, I think just the clowns at this [Music] That's
great. How is it that I was logged in and now I'm not? Hello. I was just logged in. What? That's really like that makes me want to scream. I am so annoyed. I never going to get over this. Okay, we're logged in now. How are we going to make this sound like it's in the distance? Right. Um, what we can do, by the way, we can pan this to the right here. So, it always sounds like something's coming to your right. And then I'm going to grab the
the running. I'm going to put that on the left. did download. Hang on one sec here. Did you download or not? There we go. So, what we're going to do with this one is we're just going to worry about making it sound perfect and then we're going to do it twice. So, I'm going to do fade in, fade out, drop it down. way too long. You just want it to be very subtle. All of this subtlety makes it scarier. Yeah, that's great, man. Just like that. Here we go.
Perfect. And we're going to put on the the left side. We're going to go all the way right here and all the way left. Do you hear that, guys? If I don't No, we're not in stereo, right? No, we are. Yeah, we're in stereo. We're streaming stereo. So, listen. Listen, listen listen how different it sounds with it being panned to the left. that great. And to make it sound, you know, like it's coming from another direction, we can do it over here. We can cut out a few of the steps to make it sound a little bit different than the other one. And this one's going to be panned the right.
And we're not going to we're going to have this one be a little bit shorter. Fade that out. Do it again here. Do it again here. Okay, guys. Uh we're going to merge this down to stereo. Yeah, that's that's a great great thought, Hector. If we want the footsteps to sound far away, we would do a have them be in the low end or do a low pass. So, we could do a a little bit of that. Um I I want it to sound like it's kind of close to you, though, so you never really know.
like that a lot. That's great, dude. I'm using speakers am I using? They are Cantou Y K canto or something. I'm not sure what they're called. Hector, do you know what these are? They're like YK Cantto or something. They're like they have like a wood grain on them. Okay. Uh, that's great. Um, now we need we need carnival [Music]
sounds. Wrong. [Music] Try this. Step right up. Step right up, lady. No, we got to be We got to be British. Ladies and gentlemen, step right up to the Fairground Forest Carnival. Rides, games, popcorn, and more. Only 300 tickets. Step right up. Hang on. I know that sucks. Give me just a sec. Watch this. Tracks. Mix and render down to mono. And we're going to add a ton of reverb to this. And we're going to do it a slower tempo and slower speed. Why?
Good. We're going to do a low end. We'll do a compressor. We're also going to do a low end. or low pass. Increase the speed a little bit. That's a little too much. No, we got to be we got to be British. Step right up. Okay. Increase the pitch a little bit. pitch increase the speed. Ladies and gentlemen, step up to the me trying to figure out what I'm going to say next. There we go. Fairground forest. To the fairground
forest carnival. rides, games, popcorn, and more. Only Only 3,000 tickets. Only 300 tickets. Step right up. Okay, so we're going to speed that up. Actually, speed. And let's just do speed. And what we're going to do is add so much. It's kind of like an Instagram filter from 2009. It adds so much that it becomes indistinguishable. Um, so we're gonna increase the tempo here a little bit. Ladies and gentlemen, step right up to the ground forest carnival rides. So, we want this to be very distant. Very, very distant. Facts.
render reverb significant amount of reverb. Ladies and gentlemen, now what we want to do is we want to put a distortion on this. What what's going to make this work and not sound cheap like I just recorded it is literally just dropping out the high end and the low end and then you add reverb to that. Ladies and gentlemen, step right. Okay. And then do a little bit of distortion on here. Make it sound like it's coming out of a walkie-talkie. A little too much. Only 300 tickets. Little bit too much distortion there. Hang tight.
portion soft overdrive. Ladies and gentlemen, ladies and gentlemen, hard ladies and gentlemen. Nope. probably we need to add a little bit and the reverb is going to do so much work for us. Fade this in a little. That helps. up to the ground forest carnival. The reverb will fix that popcorn and more. We're going to do a little bit more of that EQ.
Ladies and gentlemen to the ground forest carnival. Rides, games, popcorn, and more. Only 300 tickets. Step right up. Watch this guys. Going to make this work and not make it sound like it's not just coming through a telephone at your ear. It's that reverb and in delay. So I'm going to do a reverb here. Ladies and gentlemen, step right up to the ground forest carnival ride gate popcorn and more. Only 300 tickets. Okay. Mix and rent. Ladies and gentlemen, step right up to the ground forest carnival. Okay. And then the delay I think does a lot of the work for you. Ladies and gentlemen, step
right up to the ground. We're gonna have this so quiet. Look, if you've ever been to a fairground or like a a a summer like fair, as the sun starts to set, you start to hear like in the distance. That's what we're trying to accomplish. Very distant, just these subtle fair sounds in the distance. Got to make sure that the music is unobtrusive because we're going to have music on this level. So, we're kind of going to be blending between these two. Forestn only 300 tickets. You see? You see how that works, guys? We may be able to get away a very subtle low pass.
Ladies and gentlemen, step right up to the carnival. We want it to be very subtle. We really don't want this to be obtrusive. Ladies and gentlemen, [Music] now that that cuts off pretty obtrusively, doesn't it? So, what we're going to do, guys, I got it. I figured it out. We're going to take this. We're going to do two of them. You want them to Oh, man. Yeah. We want it to blend out so you can't really hear what he's saying. It's muffled. I'm going to take two of them
and I'm going to have another one coming underneath it. And it's slower. This is going to give it like a dreamy quality. Hang on one second. Let's do this. Whoops. Watch this. I I think I got this, guys. We're going to do a a tempo shift. Not a not a pitch shift, just a a tempo shift. No, you don't. No, no, no. All of this is going to be mixed into one track. If all of this was in Unity, it'd be outrageous. Um, so we're going to put all of this in one track, export it as a stereo wave, and that's it. We're done. and it just loops. Players won't know. They won't know. I'm going to take this guys and just fade this so that it sort of mixes
with this so you can't quite hear what he's saying and it just sort of fizzles out. Okay, let's try it. Let's listen. Listen. Listen. blend it right. I'm going to fade this portion in, guys. It's like it's like Charlie Brown, right? That's what we want it to be. [Music] it, man. We go. That's it. Super subtle. And it happens twice. Ah, I
think maybe right there. Move that over. Turn that up. Is it this? Just going to turn up all these. I can't hear them. [Music] Perfect. All right, one final thing here. Bring it all together. Parasel called merrygoround carousel.
[Music] There we go. Good. All we're going to do, we're going to have this every once in a while. That's it. Let's go ahead and find this song in our finder or not finder. Explorer. Am I planning on using ray trace sounds? No. a lot of stuff that's cool and fancy indie games tends to not make it to it's because a lot of those things in my opinion I I don't know about ray trace sound in particular there's so many optimizations
you have to worry about that that's not on my list. I don't want to worry about optimizing that. Sounds heavy. My gut is it's heavy. Maybe I'm wrong. Okay, so here we go. Let's We're going to start it out by hearing the carousel pretty quick. The world. Here we go. See? [Music] We're going to just fade it out. We don't want to hear it all the time. And Hector, you're familiar with what we're doing here because you did this a couple times with some of the other tracks in the sort of fade in and out. Subtle subtle music.
Now, this doesn't mean we're not going to use 3D audio for some of the carousels, right? This is so that if I'm standing far away and I'm not near any 3D objects like a merrygoround or something, I still every once in a while get that carnival vibe just coming from the from the trees. It does a lot of work for us as an indie. We don't necessarily have to make every aspect of this level look like a carnival. The sound can do a lot of that work for us. Does that make sense? Don't want it to last too long. You're just giving subtle tastes of that world in that environment. If that's too much already right there. There we go. That's it. Take that. And I'm going to distribute this here. Here. We're going to do reverb. Same thing. Do some reverb every once in a while. We'll do one here as well. Tracks, mix
and render. I'm going to take that. I'm going to create a reverb. A reverb track below [Music] it. Going to drag. I'm going to give it a little bit of a leg or a tail here. So it sort of just echoes out. See things dropping and being quiet all of a sudden is just [Music] terrifying. You should always do a format that's higher resolution. This is why I say even if you're going to be using mono sounds in your
game, you should probably export as a stereo wave anyway. Um, Hector, is there a better format than wave? Um, you want it to be a higher resolution because Unity will Unity you can convert it to mono in Unity. It's like any asset in Unity. Start with its higher highest resolution on import and then let Unity do the compression. Mix all this together. And then we're going to do a low pass. Do another low pass. Those [Music]
What I'm going to do to make this really I I I want it to sort of blur. Okay. So, I'm going to add one more stereo track. And I'm going to make this blur like this with a low pass underneath it. But it's not going to be reverbby. I like to do my low passes with the filter EQ. It's easier to visualize. I'm going to have this blur right here. See? See? You can even do it at the beginning as well so that you're getting sort of a blur into the clear
dry sound so it's not so so dry. So it's not so jarring. ground floor. [Music] hear this. So, at about a minute, it comes in again. But two minutes, I'm sorry.
Thomas, if you watch severance. Yeah, it's great. Best. We're almost there, guys. Put this over here.
This I'm going to actually This feels a little too much. So, I'm going to actually make this silent.
Okay. [Music] And we're just going to have it this very subtle distant one play right here. Love you. Love you. This is great. All right. Now, I'm going to save this in my downloads folder because I don't want
this heavy project anywhere other than temporarily in my download. That's just because I might need it for tomorrow or something. Um, I don't think I'm not going to edit this ever again. pretty much set here. So, this is fairground forest. There's only so much you can do here. Um, or you're just it's over. So, I'm going to make some render this down. Now, the question is, do we need to loop this? The way we would loop it, let's make sure we're at -12 on average to -10. And then we'll talk about looping in a sec. Right around
here. Okay, I'm not going to worry about looping this. Well, we can. So, what you do is you you you go ahead and just fade it out for like five seconds. Yeah. You do a fade out. Let's mix and render this. Go. Helps us see the waveforms better. And so instead of fading this out, what you want to do instead of just fading it out, um, you want to fade this out here, create a new stereo track, and then you take this right here, reverse it, special reverse fade in, And the perfect loop. I'm not sure if I got the right
one. Reverse fade in. It'll be a perfect It'll be a perfect fit there. Okay. Mix and render all that together. I'm going to export this audio as a wave. Put it in our ambience. Going to be final ambience fairground. The ultimate test is to see how this sounds in the game. Um, so let's go ahead and go to the game here. Let it import. And you you also want to make sure you compress this one. This is six minutes of data. When you load into a level, it's going to be a longer load. If you have an unnecessary uncompressed wave file, right? We want to compress it, you know? So currently we're we're sitting at
um 60 megabytes. No, 20 megabytes. Um so we're going to do compressed in memory. We're going to do quality. Like can we do this override? We're going to do No, we're not going to override the sample. Why can't I do Okay, let's let's apply here and take a look. Give me a sec. thinking here it should be like a megabyte, right? That's really what I'm thinking here 7.1. Let's see what 25 does. I don't think it needs Seven megabytes. That's kind of
[Music] ridiculous. Sounds all right. So, let's go ahead and go to our ambient sound and we're going to change it out. would be this here. I can I can that that compression is a little much. I'm going to go to 50. Do we really need that big of a sample size? Sample rate. Let's see if we can drop this down. Seven. 222 and see what it does. Three. Yeah, we're not making a boomer shooter here. So, let's be care. We don't want to do that. Um, that's good. I guess
we're going to deal with seven, man. Guess we could shrink the size of it if we wanted to, like the length of it. Um, but let's hear this out. You guys ready? Let's hear it out. See if it works. It should sound like the world is making these sounds. Okay. super loud. So, let's drop down the volume. [Music] Volume is everything.
Feel like there's too much white noise. We're going to work on that really quick. Oh, the wind's coming in. I love that.
I'm going to rip you a new home. Is that okay? Okay, the primary issue here, I believe, is that white noise. So, we're going to go back in time here. We're going to go to this white noise right there. We're going to take this Then render that [Music] down. Okay. So, just this one here,
we're going to worry about what I'm going to do. I'm going to increase this volume so it's at -12 to -6. So, I can see Yeah, I want to be able to see the waveform like we have it. So, mix and render. There we go. Now, I'm going to have it subtly go in and out. We don't want to hear so much of it because it it's it's getting kind of annoying how much it's like it's almost like a sound machine of just white noise. So, we're going to have it subtly go in and out, go silent. very smooth. There is this
fix and render this. There was a lot going on here the beginning. I'm going to mute this silent. What is this one? Bring this over here. mix and render it all down. Um, let's see here. I know you can't hear it. Hang on, guys.
is subtle mix and render. All right, let's take a look at this. Good. This needs to be dropped down sign. Go.
[Music] Like I said, what we want to do is you mix and render it down all the way. Take this. You need about five seconds of it. And then if you fade this out for five seconds, paste this in. Reverse it. And then fade in. Get a nice perfect loop. Tracks. Mix render. This section might be too loud. So what I'm going to do is drop it down. Long as we
go same volume there to there. Sorry, I'm I'm cooking right now. Give me just a sec. Good. That should be good. Test it out. What we get? Dang it. Shouldn't have two. Hang on. This is the new one. Copy this. Delete. I'm going paste it here. Paste the name here. Okay, hold on. Okay, let me change the compression here. Yeah, it looks pretty even there.
That running sound right there might be a problem. Okay. So, that is the only problem. This right here. Good. Going to be
ambience fairground export. Good to go. A little loud over here. And there's part of me, guys, that thinks we don't need any of those tree sounds. The subtle wind. There's part of me that thinks we don't need it. Try this out, though. Two of them.
Any Why is there two of them? Hang on. We've got two ambulances. Give me a sec here, guys. No wonder I was getting an issue. Where's that coming from? This What's that noise? Oh, it's the TV. Okay. Post-processing is gone as well. There we go.
[Music] 300. That's it. Just listening. Just listening, guys. Now we want to hear it with uh the weapons. We definitely need to increase the volume. Super loud. Hang on. Let me turn up the volume of this. It's all relative. Seriously.
This works. [Music] Let's get to the bare necessities. Okay, I think what we need is a reverb zone. That's
That's a little bit more reflective of where we are. There we go. We got nice reverb here. Can Can you hear it? Like it got a delay to it.
[Music] I think forest is fine. [Music] Carnival. [Music] All right, I'm just trying to feel this out, guys. I know it's that honk was a little annoying. I like the idea of this level. You never know what's around the corner. Um
That wind is great. [Music] I'm going to fly you. Wait for the loop.
Set this to one. I guess there's a carousel behind that wall that I just passed. Oh, I guess there's a a loudspeaker in the distance. So, for example, and I'm not the only one doing this. This is this is like classic sound design. If I hear that that loudspeaker of the person saying step right up, I'm gonna go, I guess, okay, I guess it's somewhere over there. And then when I come to something like this, I go my brain goes, oh, that's where it came from. When it didn't, this is a static object with nothing on
it. When I hear a carousel, I'll finally get to a carousel and I'll say, "Oh, that's where that was coming from." That make sense? The [Applause] giggling. Okay. The stream back, guys. Good. Good. Okay. Um, that that's perfect. I'm going to go ahead and make sure this works. Set it to one. The reverb zone. I'm going to paste component value. Ambience is set to one. Good. So, I need to just go ahead and go to exterior two or exterior three. Another level in this chapter. Paste these
values so that it matches reverb zone. Paste those values. Um, the music have any game music right now. So, I'm going to Hey, we might track. That's Go ahead and turn this off. Go ahead and hit play
here. Can't show you this level. I can we can just hear it now, man. It feels great. [Music] [Music] That feels great, baby. Now, what I really want I want, sadly, I couldn't hire this fella. I can't remember his name, but he wrote these amazing tracks. One of them is called Prelude for Halloween One, but I think it's on Spotify. And uh couldn't hire him. He's a little a little out of my budget, but I want something like
[Music] this. So, for example, well, watch, let me show you why this is so valuable, guys. I set that at a 0.5. Hit play. Let me show you kind of how it all comes together. No, we need something aonal. It can't be me belic.
Here we go. Now, this sounds like an interior song. [Music] No. Actually, none of these work. Oh, this is good. There we
go. Yep, there it is. You know it when you know it. [Music] [Music] Yeah, but then it then it loses me. You might need to add a reverb on it.
[Music] There we [Music] go. This feels great, man. [Music] The thing about sound design, guys, is you have to sit in it for a little bit. Yeah. That close that close uh toy piano, whatever that is, or music box, it doesn't work. But everything else, this it's hyper hyper reverbby music for this level works great. Um, for
example, this Resident Evil song probably will work. [Music] Ladies and gentlemen, get right up to the ground forest carnival ride and more. Only 300 [Music] tickets. This is from Resident Evil 4. I'm just, by the way, I'm I'm throwing in music to feel it, guys. Um, obviously won't I won't use any of this music, but it's it's standin to give me an idea of how this should feel.
H. This is good, too. Sounds like an interior, though. I'm going to fly you. Okay. So, there is a problem. It gets too loud. So, we need to go. Yep. You can see it's increasing in volume as we move on here. So, I'm
going to actually just drop it down. Go back up. Just want it to You want it to kind of have an even uh volume. You don't You don't want to get all of a sudden loud for going to drop it down. That's why it's important to just sit in it. Yeah. Okay. That That's great. I think I think we're good there. You want to sit in your world. Oftentimes, the best way to know when it comes to art direction, one of the best things you can do is just sit there and absorb it
and feel it. And always, always, always try and access what you're trying to to communicate. What what emotion are you trying? If you don't know what emotion you're trying to evoke, it's really hard to know if what you're doing is working. And so you have to kind of jump. You got you you have to kind of um almost logically think like what is this? What feeling? What memory do I have? That's how I all of my games, everything that I do, the music, the audio, graphics, everything. There's a memory that I have and I try and I try and capture the the distillation of that memory in its purest essence. How does it feel for this level? It's all it's always been. Oh, I almost cried. Sorry. Um that feeling of the sun setting at a
carnival a fair which that was for me it was about what like 10 years ago just it was a special evening that you you can't replicate but you try to [Music] Did I I think I exported it right? You know, a skybox might really help this level. I think you might be right. I mean, yes, it's a skybox, but it's super simplistic, and I wonder if it would benefit from having some detailing in there. Let's see if I can add a skybox.
Now, I want to say this. I am not going to I am not going to use this in the final build, but I'm going to use mid Journey for the concepty purposes to see if this is actually um but no, of course I will not. Nothing in nothing in Twisted Tower is uh AI assets. Um I'll use uh Copilot for the code, but nothing is AI assets. Let me let me do this really quick. storm clouds moody foggy ray uh Unreal Engine renderer. All right, let's see what we get here. And then I'm just going to I
just want to see how it looks and see if it's worth my time. That's all I'm doing. Um because I I I actually I'm not sure who mentioned it. Um you were asking about the skybox. the skybox feels a little flat land. I wonder if it would benefit from having some texture on, you know, on it. So, let me let me go ahead and open up Mid Journey really quick. See what kind of storm clouds we can have. Again, for full clarity, we are not using this in the final build of the game. This is great for concepting purposes. Okay, so here's what Mid Journey spit out for us. A thousand% I have to say this over and over and over again, don't I? While anyone who just jumps into the stream, we are not using this in the final build of the game. I'll get people reaching out,
Thomas, why are you using Midjourney? We're not. And I understand the hesitancy and I understand I would we're not going to we're not going to use AI art in game ever. Um but I want to see if a skybox h adds value here with like some storm cloud. That's really what we're doing here. So we're just going to see what happens. Does it add fidelity? Like I've seen skyboxes change a level entirely. It just changes everything. Oh gosh. We definitely need a [Music] skybox. Woo. That's pretty. Wow. Yeah. Yeah. I would say we need to do
that. No, I have no issues with with concepting it. All right, let's go ahead and find a cloudy storm cloud asset I can use. Going to go to Photoshops photos and we're only we're going to say it cannot be AI though. only non AI images. Okay, I found some storm clouds. We can use this really quick. I know you can't see my screen. Hang on. Okay, so these use legal So, what you have to do when you're creating skyboxes, everything has to be
squat this. And then you have to loop it properly. I'll show you how we're going to or you have to repeat it properly. I'm going to show you how we're There we go. Good. I have a theory that we need to squash it more. Going to convert all that to a smart object. There we go. Good. I'm going to get rid of the AI art. What we're going to do is we're going to blend it into the horizon. That I'm going to make sure the colors match. But bare minimum, what I want to do is at least get the fidelity correct. If you worry about, this is true for me. I found that if you worry about color too much, sometimes it can get like if you
want it to be perfectly matchy matchy with the rest of your skybox, lose that fidelity. Um, it doesn't feel as real. That doesn't make sense. Hang on, y'all. I'm going to just take a look and see how this looks. I just want to make sure that it looks realistic first and then I'll worry about the color. Oh, that looks good, man. We're going to worry about the color. I want to bring it down a little bit. We can do this in real time. I'm going to remove that music. So important. They're so important. [Music] I'll show you how we're going to fix the top there. This can go
up. Let's save this. No, that was important actually. Hang tight. That's important to have the yellow. Okay. So, it's too bright. Kind of feels like midday. Feels a little bit happier. We don't want that. So, we're going to merge all these together. Okay. What I'm going to do, I'm going to overlay the generic color of this skybox. Something like that. I'm going to do a subtle overlay. Save it. And we're just going to guess and check it. Oh, much better, Tom. And I'm like, wait, what? Right. So, we want to kind of create a blend. And I'm going to show you how we're going to do
that. First off, if we have a nice gradient at the top, it'll blend perfectly to the top. like this. Almost. Hang tight, y'all. That's good. Next, we want to blend the sides. Okay. So, before we do that, let's make it look tuny. So, what I'm going to do, I'm going to merge all of these layers together here. I can basically do a smarter. Go. Going to look a little bit more tuny. See that? Save it. Hopefully this Yeah, there we
go. Blue. A little bit more green. A little bit more or let's try this. Matches much better. Oh, this feels amazing. Little bit too detailed. We're just going to add a little bit of subtlety. Basically, all I want to do. There we go. [Music] Nice and drab. There we go. Very subtle.
Finally, guys, we're going to do one quick. We're going to transform flip horizontal here so that there's a nice clean loop here. It should loop perfectly now. Go. Wow. Little bit of a line there. I think I need to go ahead to clamp. That's good. About point no filter. Oh, that didn't do it. Wonder why it's uh you see a little line there. Trying to remember how to solve this
problem. Okay, the skybox can rotate with that script there. Set it to one. And now the skybox moves. If I wanted to make it faster, do something like 1.8. And now it feels like we're kind of in the middle of a storm. That cool. Okay. I'm going to make sure I add that rotate skybox to this here. I'm going to add it to the uh level startup. Do rotate skybox one
1.3. Copy that. Let's go to the other level. It's there as well. And the this just adds so much value. I'm going to make sure that music's moved though. Go two. That's right. Cyber looking up. up. I can cyber says looking up I can I can feel a single raindrop enter my eye. That's exactly what we want. We want that subtle feeling of we need to lower that sky box. It's that subtle feeling of about to rain, but it never does. Um, we need to fix this skybox. That looks weird to me. Um, where are we? Level startup. There it is. Base code is new. We're going to drop this right here. This
down pretty wide subtle. I don't even know if I Okay, we got an issue with the sky box. Hang tight, y'all. Having the orange horizon is pretty valuable. Oh, or is it off with the the horizon there? I just drop it
down. That's weird. I think we just drop it down. this. That's That's what we need to do. Um, all I got to do here is that top piece here. Do that again. That to me feels pretty good. Before we loop this or have it have it uh have a pattern it seamlessly mirror am I saying have it be seamless. Before we do
that I just want to double check it. Guess in theory guys what we could do is a hue saturation shift. I want a I just want a tiny yellow um tiny yellow horizon here. It's all I want. Looking a little muddy. Just want that orange to blend a little bit. There's orange in the level, but it's nowhere else. And I just feel like we need a little bit more. Guys, this is a guess in chat
game. That does look better. It's just a little bit of sepia to the sky. The directional one final thing here. Is the directional light too yellow? No. the post-processing issue. Something's off
I see they have a problem. All of this castle castle. Okay, so first off, we need the castle to be fully present, but he needs to be over here. The problem with that is can't rotate the skybox.
So, the rotating skybox won't work. It's fine. Got our losses. This we can drop the opacity down. That feels good. Just enough texture. Okay, good. Man, what's going on here? [Music] Castle. We're going to drop the opacity that Here's what I want to
do. Got we got oursel work cut out for us, guys. Castle here. So, what we're going to do, bring the castle up there. I'm going to merge all these layers together and make a big old fat commitment here. Flip it that way. It doesn't look like it's see-through here. Sort of covered in clouds. Let's see if this work. But it's also going to loop perfectly. Should the top we need to we need to blend down a little bit. Any issue there? This feels so much better, a lot more subtle. Times cohesion is more important than
fidelity. Here we go. Can see the tower. We needed to be a little bit more blue. Do colorize only at the top. Pop down the uh Oh, this is a nice sort of Okay, good. Okay, that's it. can't have it rotate sadly, which just sucks. You know, it looks great when it's moving. Um, do what we can. Okay. All right. So, let's go ahead and
remove that um the rotation. Move it from there. And exterior 3. We're going to double check exterior 3 here. See if it looks One of the goals with this live stream was to get the atmosphere perfect for this level because man, it wasn't there at at the beginning of today. And like this is going to sound really cocky and it probably is, but I I feel like I have kind of a sick sense about why something feels well, it's not necessarily why something feels wrong, but I can at least know it feels wrong. Um, a lot of people give themselves too much grace when it comes to the atmosphere of their game. And um, I I am very very acutely aware of when something doesn't feel right. I could be wrong.
Those trees blowing in the wind. [Music] 300. Oh, f. Well, of course you could use a castle. You could use all sorts of stuff to get skybox to. But we're unlimited time
here and this was worth the time. I'm unsure as to why those footsteps are so freaking loud. That's ridiculous. So, let's do this one more time. Need to bring these down. That's all we needed to do with that. I was worried about that. I was like, how? Just because I didn't know where the footsteps were. That That's it, guys. Let's Let's
enter play mode one more time. And uh Vlad says takes five minutes to make. Eh lot going on here. I don't know why the trees aren't moving. [Music] They are, but it's subtle. Let's see if we can fix it. Spruce tree.
Why? It's weird. That'll do. Let's paste those values. Oh crap. paste those
values. By the way, guys, I have a webinar below that teaches you the basics of starting a 3D game. If you're interested in making a 3D game and you want an actual indie game dev to show you how to do that, uh, that's totally free below. Check it out. See if you're interested. Let me hit play and see if that actually solves. Yeah, we can move the castle down. That's fine. I agree. Can even just drop it down like this. Maybe even do that. [Music]
Okay, so the trees are blowing in the wind now. That's good. I wonder if the fog There's not much fog. Uh when it comes to our volutric fog, I don't see much of it. I reduced it today, but I think I know why. Maybe I'll add it back. Oh, go.
There we go. Now it feels like it's the wind is the wind noise is justified. It's a little much though, a lie. Think we need to go with a more blue color as well. Go
reduce density like you see. Um you have it's just like you have to be so surgical with fog. Um, moving a little too fast. Okay, I'm going to copy this and paste these values. That looks so much paste component
values. Horrible right there. Once you get in the scene, it feels right. I'm going to apply this Play one more time and we're going to feel this. Feel it with me for good. You can see like the main menu. It's like these are a little strange looking [Music] lights. That feels good, y'all. I'll give you all the
sound. Turn it up for you so you can hear the final results. Yeah, the sound is fading in and out, guys, because the player's not going to be standing still. So, this is sort of a cheat code. We're going to be running through shooting things, pulling levers, solving puzzles. And so the the shifting shifting ambience of everything is the player is going to they'll they will subconsciously justify it. Yeah, we'll we'll figure out a way to rotate the clouds, guys.
If two people, what we're going to do, make this a quad. going to say this is a freaking cool. I'm here. Save this to other. We're going to call this castle distant. I know you're right. I knew you were right. Um the those can't rotate though. The trees in the background, they can't rotate. So what we have to do is we have to basically take these
clouds and make them sort of a a foggy lake. Fine. Right. as usual. Okay, there we go. I'm going to stand vertical or horizontal. Do it. Can you do it quickly? Yes, sir. I can. Let's go. Save it. That's ready to go. That looks good. Got it. Like it. We're going to set this to rotate skybox. We need to see the castle, right? We need to see the
castle. So, what do you do? Well, you got to put it over here as a giant qu sprite. So, I'm going to go ahead and just create a empty game object. Put it right here. Add a sprite castle. Right. Distant castle. Castle sprite. We're going to set this to a sprite. Why? Because we don't want it to be affected by fog or lighting. Hit apply. Alpha transparency. Good. Remove PSD mat. Good. Drag in the sprite. There it is. And it is literally a sprite. And I'm going to just grab this. Hopefully, we'll be able to see it from all going to go down here. So, I'm at the ground level, right guys? Right here. And I want to be able
to see this bad boy. So, you were right. Whoever said it in the chat, they were like, "It's only going to take five minutes." You were right. Uh, but where do I put this prefab? I'm going to put it put it right here. All right. So, the question is, is it is it problematic? Like, if I'm at the top of this, how does it look? Could see through it, you know? Does that matter? Kind of. But it's fine. But let's copy that. And I want to be able to feel like I'm walking into it. So if I'm down here and I walk over here, I should be able to see it. Good. Yep. All right. So, let's double check it. Make sure it looks
good. The noise gate is too high for my Okay. Got it. Okay. Thank you. The noise gate was bad on my We're going to make it move faster. Fog is a little too dense. Set that to two. Reduce the fog density. And I think we're solid. Okay. Uh where's the distant castle? He's there. Good. Um fog is a little too dense.
[Music] Go. That's it. All right. Uh, castle sprite needs to be added to exterior 2, the previous level as well. paste it. So, let's double check and see if we go to the beginning of the level. He should be right behind the player when we Where's the entrance? That is some dense fog. There it is. All right, we got our entrance here,
right? So, I should move the castle to there. I just want the player to walk out of here and go, "Okay, I know where I am relative to the the goal of the game." Knowing the goal is so important, a goal or a destination. So, as long as the player can look back and go, "Okay, there it is." Right? There is the castle. They're good to go. It's all we want. Okay, let's make the skybox rotate. We're going to add this script to our startup level. Startup rotate. And what was it? It was one, I'm sorry, two. Rock solid. Enter play mode. Let's take a look. Have I thought about getting John Romero on the podcast?
1,00%. Guys, this feels amazing. The trees. Look at those trees. That's ridiculous. ride and more. Only 300. Why is it doing that?
Having the audio dip out like that. I know it it's strange, but it it creates so much tension. I love it. [Music] I don't know why the blowing of the pine trees sucks. That audio reverb kind of sucks. No, that Yeah, it's not cuz the trees are
static. Okay, that's better. So that reverb zone we need to copy over to the next level. Make a progress guys. Make a progress. Thanks R. That's the goal. Uh, I don't know why the trees look great on this level, but yeah, for some reason the trees looked great on this level and then the next level they're all screwed up. And look, these don't even blow for some reason.
[Music] the ground forest carnival ride and more. Only 300 tickets. It's not that. Is it this? No. Man, this sucks, y'all. We've got like three different materials that are all all controlled by a different wind controller, which is really annoying.
There we go. Crap. Zaniac says, "So glad to see you're in the polish phase. I'm doing the same." That's awesome. Okay, that feels better for those. But the trees, I guess they're fine. By the way, I'm not being a perfectionist here. I'm trying to figure out there's a inconsistency and it makes
me nervous. Let's go to exterior 2 and take a look at the bushes there. T- mans, you're just going to have to find out. Look at that. Wow. Oh, guys, I think I got it. Oh no, I don't got it. Only 300.
Something's wrong. So that shaking is strange. Oh, it's that. There we go. Okay, now we need to fix those freaking trees. They're like bouncy. So the wind zone doesn't do anything come to find
out. So what we need to do here [Music] Oh man, this the problem with using assets.
What about that? Why aren't you moving? That one's moving. What? Huh? Boy, do I I don't know if I care at this point. All I'll say is we got one problem here and then and then I think that we're good on the aesthetic. The only problem here is that on the right on this entrance, wherever the entrance is right here. For some reason, when I'm
down here, it feels very sparse. So, I'm going to take Do I have any billboard trees? Yeah, there's some billboard trees. I'm going to try and add a few more here. It just feels really empty right there. And I wonder if we can get away with this. So, when I'm down here, it feels like I'm looking at a desert over there. Let's take a look. I don't know why the trees are using up down. Honestly, I don't know
why. Look at that. [Laughter] I'm going to rip you a new hole. Is that okay? We're going to set this intensity to 0.5. Same with this. And then that's that's all we really need to do. What did I just do? Oh, the directional light. I'm going to set it to 0.5 on this and see what it see what it
does. All right, let's take a look, guys. I just want to reduce the light just a little bit. It feels a little too bright. All right, that's all we've got. Click the link below to check out the webinar. It's going to show you how to make a 3D game in 15 minutes. If you want to learn from an actual indie game dev on how to make a 15-minute game, I'm going to show you really what's necessary for a level like this. Understanding the character controller, how to use the terrain tool, how to use color. Click the link below. Totally free. My treat to you. I love you guys. Thanks for hanging out. That was a lot of fun.
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Distilling the key insights…
Thomas Brush · 2026
Thomas Brush · 2026
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