such a valuable video allbeit very quickly done of course, inspiring man! I really loved hollkow knight's UI design and been trying to create that feel myself
work in sound already but was switched onto this tutorial by a student since this really worked . will apply if I do UI sounds in the future. very interesting. great stuff :)
Great video Ross! Really love how you've broken down the layers into those clear concepts to create good sounding UI. This is going to greatly improve my approach. Cheers!
This was such an awesome video to find as I research UI sounds. I love the way you broke down the elements. Super informative! And bonus love for the Shining reference :D
Loved this video! Loved how you spoke about the language that different styles of UI sounds convey its such a cool topic and would love to know more if you think that'd make a good video:) UI is definitely my weakest link atm! For me Destiny 2 has some of the most insane UI i've ever heard, it's so in your face yet never gets boring!
Did you do the guns in Deathloop? I found the guns in that game particularly sick, I actually found myself just finding a quiet spot and firing off some shots with s few of them just to listen to how disgusting and brutal they were. Very sick.
This is fantastic, I liked how you explained the context and overall philosophy/goal of the design, instead of just focusing on one specific sound. That's the kind of information people can really apply in their own projects. A few questions; do you usually use variations in UI sounds or do you keep it the same so that the connection between the sound and the action is clearer. Also generally in sound design, How do you decide if you have enough layers? There's a serious lack of proper sound design tutorials on youtube by pros in the field. I can't wait to see what else you put out. Personally I'd love to learn how to do sci-fi elements* that sound natural, I'm quite new to sound design but I can already see that's a big challenge that separates the pros from the newbies. (e.g. weapons, vehicles, portals, shields, aliens, droids, diegetic interfaces etc, that kind of stuff) I'd particularly like to see something that uses organic source material or blends it with synthetic. Thanks
Hey! great questions! Re variations - UI variations are less important that variations in other areas because like you've touched on, the user's brain needs that pavlovian response to the sound, so any variations you have can't deviate too far from the original. A good idea is to keep any language and feedback layers the same and allow the flavour and textural layers to deviate in the variations, so the central message stays the same. In terms of how many layers is enough, there's no real limit or guideline, but like with any sound design or music, just make sure that any layer or texture is there for a reason, and you're not just adding more detail out of creative insecurity (something I'm guilty of!) - if you can then keep things clean and punchy and keep confidence in your sounds and ideas.
@@RossTregenza Thanks for the reply. Yeah the point about creative insecurity is interesting. Experienced designers, particularly from film and animation, seem happy to leave their recordings quite raw. For example I was re-watching lord of the rings recently and the cave troll fight in the first one sounds like a menagerie of animal recordings, and if you've got a trained ear it's quite easy to pick out all of the different animals. But when I watched that for the first time, as a non-critical listener, it just sounded like a huge scary troll. I wonder if less experienced designers maybe add more layers than they need to so that they no longer hear it as component parts? As an experienced designer; once you've finished something do you hear it as that thing, or do you still hear the source and just have to have confidence that it will convey what you want it to, and the audience won't hear it the way you do?
@@RedSpark_ it's a tricky one and depends on the kind of sounds you're making, but I think I'm able to detach from the source material once it's been used well - kind of like making a meal I guess!
Just subscribed, can’t wait to see more videos! Seeing the workflow really helps for someone like me who’s just starting out sound design. I always have a tendency to over equalize stuff and ends up sounding mushy, or just using bad samples, but it’s a process of trial and error, that’s how I learn XD
Thanks for the informative video! I have been learning sound design mostly just as a hobby and many of these concepts are things I have felt intuitively but its good to know that these are principles used by people in the industry. One thing I really struggle with is the flavor aspect. Trying to figure out what sounds match the theme I'm going for is proving to be a real challenge. If you ever make a video discussing how you determine the elements you use for flavor I would love to hear your input!
Please don't make me wait 5 minutes to hear the three elements :) for others: 1. Flavor (mood, genre) 2. Feedback (sensation of what they hear and feel - haptic included) 3. Language (what does the sound mean - e.g. does it mean they clicked it or unlocked something or went to a new page and so on). At roughly 4:16
I just loved that moment i found your channel...!😍I am a mobile game dev and lacking in adding a good feel for the player regarding sound effects and mucic to the game my boss doesn't like my game... I want to learn the think process of adding sounds and music to make the whole experience enjoyable for the player... Can you give some guidance on it?❤️
I think the most important thing is remembering the player experience - give feedback which can be understood, and do sound and music design that adds immersion and depth to the experience. Watch some videos of your favourite games and actively think about what sounds you're enjoying and why.
Do you have any advice on naming conventions for UI sounds? I'm trying to make a pack to put up on some asset libraries, and I'm struggling on what to name the files so people can get a general idea of what they'll hear and also so the files are easily searchable. I'm using the UCS naming convention for the organizing part, but the actual names are hard to come up with 😭 I'm a bit lost.
Just new to your channel and I'm actually using your lessons on my Major's finals haha Did you get these definitions in any book, or any author? Or was that your own process of creation?
such a valuable video allbeit very quickly done of course, inspiring man! I really loved hollkow knight's UI design and been trying to create that feel myself
Hey, what an impressive portfolio of work. I'm really glad I found your channel. This is exactly what I'm looking for.
ah thank you!
You are an inspiration man. Want to get to your level eventually
work in sound already but was switched onto this tutorial by a student since this really worked . will apply if I do UI sounds in the future. very interesting. great stuff :)
Great video Ross! Really love how you've broken down the layers into those clear concepts to create good sounding UI. This is going to greatly improve my approach. Cheers!
Glad it was helpful!
Amazing tutorial, thanks so much!
Really, really important things explained right here, thanks a lot!
This was such an awesome video to find as I research UI sounds. I love the way you broke down the elements. Super informative! And bonus love for the Shining reference :D
Awesome, thank you!
Liked and subbed! I will share where and when relevant and necessary! Thanks for you efforts! I’ll keep an eye on this channel!
Cool video thanks! Also I heard The Shining right away too lol niceone
amazing video, thanks for sharing the knowledge!
Thank you Ross for creating this amazing content. I look forward to watching your other videos.
thank you!
Nice video Ross 👍, great tips and tricks, also... I instantly thought of the shining just before you mentioned it haha 😄
Really good content, thank you so much
thanks, glad you enjoyed it!
Great walkthrough, thanks!
No problem!
The four notes were “Making Christmas” from The Nightmare Before Christmas 😂
Really useful stuff Ross - thank you!
really nice guide !
Love Chainsaw Texas Massacre! Nice job!
This was very interesting!! Thank you for the video. It was very helpful!
Wow! Great and inspiring! Thank you!
Great tutorial, thanks Ross! 👌 btw Timesplitters was practically my childhood, loved those games ahah
haha thanks, yeah loved helping out on TS :)
I'm hipnotized... wow
Brilliant tips. You've earned a new sub ;)
Loved this video! Loved how you spoke about the language that different styles of UI sounds convey its such a cool topic and would love to know more if you think that'd make a good video:) UI is definitely my weakest link atm! For me Destiny 2 has some of the most insane UI i've ever heard, it's so in your face yet never gets boring!
I don't think I've heard Destiny 2, I'll have to check it out
@@RossTregenza Did you ever have a chance to check out Destiny 2's UI sound design?
Did you do the guns in Deathloop? I found the guns in that game particularly sick, I actually found myself just finding a quiet spot and firing off some shots with s few of them just to listen to how disgusting and brutal they were. Very sick.
This is fantastic, I liked how you explained the context and overall philosophy/goal of the design, instead of just focusing on one specific sound. That's the kind of information people can really apply in their own projects.
A few questions; do you usually use variations in UI sounds or do you keep it the same so that the connection between the sound and the action is clearer.
Also generally in sound design, How do you decide if you have enough layers?
There's a serious lack of proper sound design tutorials on youtube by pros in the field. I can't wait to see what else you put out.
Personally I'd love to learn how to do sci-fi elements* that sound natural, I'm quite new to sound design but I can already see that's a big challenge that separates the pros from the newbies.
(e.g. weapons, vehicles, portals, shields, aliens, droids, diegetic interfaces etc, that kind of stuff)
I'd particularly like to see something that uses organic source material or blends it with synthetic.
Thanks
Hey! great questions! Re variations - UI variations are less important that variations in other areas because like you've touched on, the user's brain needs that pavlovian response to the sound, so any variations you have can't deviate too far from the original. A good idea is to keep any language and feedback layers the same and allow the flavour and textural layers to deviate in the variations, so the central message stays the same. In terms of how many layers is enough, there's no real limit or guideline, but like with any sound design or music, just make sure that any layer or texture is there for a reason, and you're not just adding more detail out of creative insecurity (something I'm guilty of!) - if you can then keep things clean and punchy and keep confidence in your sounds and ideas.
@@RossTregenza Thanks for the reply. Yeah the point about creative insecurity is interesting. Experienced designers, particularly from film and animation, seem happy to leave their recordings quite raw. For example I was re-watching lord of the rings recently and the cave troll fight in the first one sounds like a menagerie of animal recordings, and if you've got a trained ear it's quite easy to pick out all of the different animals. But when I watched that for the first time, as a non-critical listener, it just sounded like a huge scary troll.
I wonder if less experienced designers maybe add more layers than they need to so that they no longer hear it as component parts? As an experienced designer; once you've finished something do you hear it as that thing, or do you still hear the source and just have to have confidence that it will convey what you want it to, and the audience won't hear it the way you do?
@@RedSpark_ it's a tricky one and depends on the kind of sounds you're making, but I think I'm able to detach from the source material once it's been used well - kind of like making a meal I guess!
@@RossTregenza Thanks! That's a fantastic metaphor.
Just subscribed, can’t wait to see more videos! Seeing the workflow really helps for someone like me who’s just starting out sound design. I always have a tendency to over equalize stuff and ends up sounding mushy, or just using bad samples, but it’s a process of trial and error, that’s how I learn XD
it's a tricky part of sound design, keep at it!
@@RossTregenza thank you very much!!
Thanks for the informative video! I have been learning sound design mostly just as a hobby and many of these concepts are things I have felt intuitively but its good to know that these are principles used by people in the industry. One thing I really struggle with is the flavor aspect. Trying to figure out what sounds match the theme I'm going for is proving to be a real challenge. If you ever make a video discussing how you determine the elements you use for flavor I would love to hear your input!
yeah sometimes it's just nice to hear that other people share your creative philosophy!
Good stuff!
Please don't make me wait 5 minutes to hear the three elements :) for others:
1. Flavor (mood, genre)
2. Feedback (sensation of what they hear and feel - haptic included)
3. Language (what does the sound mean - e.g. does it mean they clicked it or unlocked something or went to a new page and so on).
At roughly 4:16
Thank you.
you are very talented, but I found this way too advanced. I'd love to see more basic-level stuff from you.
I just loved that moment i found your channel...!😍I am a mobile game dev and lacking in adding a good feel for the player regarding sound effects and mucic to the game my boss doesn't like my game... I want to learn the think process of adding sounds and music to make the whole experience enjoyable for the player... Can you give some guidance on it?❤️
I think the most important thing is remembering the player experience - give feedback which can be understood, and do sound and music design that adds immersion and depth to the experience. Watch some videos of your favourite games and actively think about what sounds you're enjoying and why.
Do you have any advice on naming conventions for UI sounds? I'm trying to make a pack to put up on some asset libraries, and I'm struggling on what to name the files so people can get a general idea of what they'll hear and also so the files are easily searchable. I'm using the UCS naming convention for the organizing part, but the actual names are hard to come up with 😭 I'm a bit lost.
Just new to your channel and I'm actually using your lessons on my Major's finals haha
Did you get these definitions in any book, or any author? Or was that your own process of creation?
Glad to hear they're helpful! This is all just from 20 years of practical experience in the industry.
@@RossTregenza ty for answering, mate. I'll make sure to find a way of using your concepts - you know how the academy is about non-article stuff haha
Diddlyding~
dooDeet ?
Star Citizen? Oh lord, I feel bad for this guy.
haha thanks, honestly it was a great team to work with!