Redub: HighFleet - UI Sound Design

Right off the bat, I'd like to thank my stream viewer, friend, and killer developer, drox. He sent me this HighFleet gameplay footage, clued me to the UI philosophy of diegetic interactions (UI elements are in the physical game world), and has greatly supported my work from my beginnings.

This video started with me doing the regular: placing markers, setting up kanbans, and using an eagle eye to locate all player interactions which require sound design.

I have completed multiple projects between my previous portfolio post, Escape From Tarkov. Most of them were first-person shooters, so I'm feeling confident in my gunplay sound design, but I still have other areas of expertise I need to dive into further. This HighFleet footage allowed me to work with everyday office and home physical objects and flex my UI interaction sound design muscle.

The types of sounds I used as building blocks are easy to record. Some of the sounds used include AM radio interference, lights humming, light switches, hot air balloon bursts, and a vacuum cleaner switch. The original video was my guiding principle for the concepts and noises present in the product. It was down to me having the accuracy of adjectives, verbs, and descriptors to find suitable samples to execute my creative vision.

As with my previous projects, my twitch.tv viewers, who I now consider a close group of collaborators, were a big help for solving problems and coming up with some of the concepts used.

I hope you enjoy it! Thanks for checking out this UI-focused project