Bas Bertrand Game Audio
Bas Bertrand Game Audio
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Bas Bertrand | Game Audio Showreel 2024
Game Audio Showreel 2024
A huge thanks to KeokeN Interactive for the amazing projects I've been working on over the years!
More info on www.basbertrand.com
มุมมอง: 369

วีดีโอ

Project Overview - Procedural Ambience System with Unreal Engine 5 and Wwise
มุมมอง 2.7K6 หลายเดือนก่อน
In this video I'll provide a project overview in a broad sense on how this procedural ambience system in Unreal Engine 5 and Wwise is set up. 0:00 Introduction 0:48 Wwise events overview 1:00 2D stereo events 1:39 3D spatialized events 3:22 Unreal project introduction 3:38 Explain the blueprint for procedural ambience 4:08 Birds 5:12 Tree wind rustles 5:45 Crickets 6:33 Bees 6:59 River spline 7...
Electric Servo Sound Design Tutorial in Phase Plant
มุมมอง 3K8 หลายเดือนก่อน
In this video I'll show you how to create an electric servo patch in Phase Plant. 0:00 Intro 0:11 End result 0:23 Why it could be useful 0:45 Setting up patch and low pitched modules 7:43 Processing Lane 1 12:05 Noise modules & lane 2 processing 18:33 High pitched modules 26:25 Lane 3 processing 30:12 Fine tuning 32:40 Outro talk
Arcane Scene Sound Redesign Reaper Project Walkthrough
มุมมอง 2.2K9 หลายเดือนก่อน
In this video I go through the Reaper project of the Arcane sound redesign I did a while back. I go over it in a rather casual way, so if you have any more questions, let it know in the comments. Chapters: 00:00 Introduction 01:04 End result 01:26 Reason to do a redesign 02:01 Placing markers 02:56 Analysis 04:33 First part - Analysis 06:27 First part - Mechanical SFX 12:18 First part - Whoosh ...
Procedural Ambience SFX in Unreal Engine 5 & Wwise
มุมมอง 1.7K9 หลายเดือนก่อน
In this project I explored procedural ambience SFX in Unreal Engine 5 and Wwise. The scene is created with assets from the Unreal Engine Marketplace and the character Windwalker Echo, which is also available available in the Unreal Engine Marketplace for free. The world position of foliage is calculated offline. Ambience SFX are spawned according to the amount of trees surrounding the placer an...
Whoosh and Glitch Generator Sound Design Tutorial using Granular Synthesis in Phase Plant
มุมมอง 6K11 หลายเดือนก่อน
in this video I'll show you how to create a whoosh and glitch generator by using granular synthesis in Phase Plant. Chapters: 00:00 Intro 0:06 Preview patch 0:21 General patch explanation 0:52 Going through source material 3:09 Granular whoosh module 5:30 Second granular module and remapping macro's 9:54 Adding flutter and basic processing 16:56 Granular module with explosion sample 23:02 Addin...
Audio Redesign Layer Breakdown - Arcane - Vi and Jayce Fight
มุมมอง 1K11 หลายเดือนก่อน
This is an audio redesign breakdown the Vi and Jayce fight in Arcane
Extraterrestris - Music driven Niagara system in Unreal Engine 5
มุมมอง 428ปีที่แล้ว
Extraterrestris is a musical and visual project made with music driven Niagara particle systems in Unreal Engine. The particle movement is driven by real-time audio spectrum analysis in Unreal Engine 5. The music is an ambient piece I made a few years ago
Earthquake Generator Sound Design Tutorial using Granular in Phase Plant
มุมมอง 4.7Kปีที่แล้ว
In this video I'll show you how to create an earthquake generator in Phase Plant by using the granular module. This video is made together with Hunchback Music and will be cross posted between our channels. For more video's made by Hunchback, check out their TH-cam channel @HunchbackStudios 0:00 - Introduction 0:33 - Preview final result 1:00 - Creating a granular sub with rocks 6:22 - Granular...
Example: Whoosh and Glitch Sound Design Generator Using Granular in Phase Plant
มุมมอง 4.5Kปีที่แล้ว
Example of a whoosh and glitch generator in Phase Plant. Everything becomes kind of whoosh-ish.
Example: Earthquake Generator Sound Design with Granular Synthesis in Phase Plant
มุมมอง 2.1Kปีที่แล้ว
Kilohearts just came out with an update for Phase Plant. The addition of the granular module opens up a whole new world of possibilities. Here is an quick example of en earthquake generator. Stay tuned for more later!
Explosion Sound Design Tutorial From Scratch With Phase Plant and Snap Heap
มุมมอง 6Kปีที่แล้ว
Explosion Sound Design Tutorial From Scratch With Phase Plant and Snap Heap
Helicopter taking off, synthesized in Phase Plant
มุมมอง 730ปีที่แล้ว
Helicopter taking off, synthesized in Phase Plant
Hot Rod engine close-up, synthesized in Phase Plant
มุมมอง 866ปีที่แล้ว
Hot Rod engine close-up, synthesized in Phase Plant
The Witcher 3 Trailer - Audio Redesign
มุมมอง 3183 ปีที่แล้ว
The Witcher 3 Trailer - Audio Redesign
Portal 2 Trailer - Audio Redesign
มุมมอง 4273 ปีที่แล้ว
Portal 2 Trailer - Audio Redesign
Ori and the Blind Forest Gameplay - Audio Redesign
มุมมอง 2253 ปีที่แล้ว
Ori and the Blind Forest Gameplay - Audio Redesign
Bas Bertrand - Game Audio Showreel 2020
มุมมอง 2503 ปีที่แล้ว
Bas Bertrand - Game Audio Showreel 2020
Bas Bertrand - Sound Design Showreel 2020
มุมมอง 1593 ปีที่แล้ว
Bas Bertrand - Sound Design Showreel 2020

ความคิดเห็น

  • @43Joz
    @43Joz 21 วันที่ผ่านมา

    Great tutorial!

  • @moore9899
    @moore9899 หลายเดือนก่อน

    Bro, the ambience sounds you've created are really pleasant. I'm curious if the UE project for this game is available publicly. I'd like to give it a try as well.

  • @xylvnking
    @xylvnking หลายเดือนก่อน

    I gotta get phase plant this was killer

  • @xylvnking
    @xylvnking หลายเดือนก่อน

    tight

  • @patricklavoie8719
    @patricklavoie8719 หลายเดือนก่อน

    Amazing!

  • @judithvanwerkhooven1744
    @judithvanwerkhooven1744 2 หลายเดือนก่อน

    This is amazing, what a boom

  • @upstony2861
    @upstony2861 2 หลายเดือนก่อน

    I just started learning Phase Plant. I initially thought this tutorial would be very complicated and difficult, but I was pleasantly surprised by how clear and easy to understand your explanations are. Thank you for the effort you've put into this.

  • @FM-ul4tb
    @FM-ul4tb 2 หลายเดือนก่อน

    Hey, just found you're channel and watched a couple of videos - very impressive! One of a few places on TH-cam that actually show some quality sound design insights. Just wanted to ask you a little question - did you study any sound design "theory" for your PhasePlant patches? I sound design a lot, but I rarely make stuff from scratch (deadlines, production moving forward etc.), I know my way around PhasePlant but I was curious if your sounds are a result of simply experimenting with stuff inside of it or is there some underlying math/method that you use? Like, how do you arrive at a conclusion what to use to make a wobble/rattle/that popular bassy explosion burst etc? Thanks a lot for your time!

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 2 หลายเดือนก่อน

      Hey thanks! I'm glad it's useful to you. I have a Bachelor in Music & Technology, there is some theory I learned there that is very useful. I've been very stubborn from the start by never using presets. Because of that, during the first few years of doing sound design it took me a very long time to actually make something. But it also helped me to understand and get a feel for synthesis and DSP processing. It's a bit like playing an instrument. At the start you're only able to play other people's pieces, but after a couple of years it becomes more natural and you can improvise and write your own stuff

    • @FM-ul4tb
      @FM-ul4tb 2 หลายเดือนก่อน

      @@basbertrandgameaudio3838 Thank you for an exhaustive answer! What would you say the ratio was like for recorded foley vs. PhasePlant assets?

  • @alexkokorin7980
    @alexkokorin7980 2 หลายเดือนก่อน

    Such a great work! Thanks!

  • @nocturnal-science
    @nocturnal-science 3 หลายเดือนก่อน

    Phase Plant is another dimension

  • @daviderocconi_sounds
    @daviderocconi_sounds 3 หลายเดือนก่อน

    Huge

  • @daviderocconi_sounds
    @daviderocconi_sounds 3 หลายเดือนก่อน

    Love this.😍

  • @thewiddler1746
    @thewiddler1746 4 หลายเดือนก่อน

    Cool sound! Maybe a bit too much phase dispersion , it sounds more sci fi than real

  • @petersonnormil6799
    @petersonnormil6799 4 หลายเดือนก่อน

    amazing job! the entire ship sequence at 0:55 sounded spectacular

  • @canakinsound
    @canakinsound 4 หลายเดือนก่อน

    super cool reel !

  • @abz4c215
    @abz4c215 4 หลายเดือนก่อน

    Awesome!

  • @elisabethfrancesca
    @elisabethfrancesca 4 หลายเดือนก่อน

    Sick! This is so cool!

  • @szihu
    @szihu 4 หลายเดือนก่อน

    Looking at this blueprints rundown makes me really doubt myself, since I'm really just starting out and focused on Wwise, let alone Unreal Scripting. Probably there's 100s of hours ahead of me to try doing something like this myself without frustrating over stuff I don't understand. Regardless, this is so awesome, and I hope that more Game Audio tutorials (possibly other than Phaseplant) are on the way :)

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 4 หลายเดือนก่อน

      Thank you for the kind words, and I can totally understand that you feel that way if you starting out with Wwise. 5 years ago, software like FMOD and Wwise where a total mystery to me, let alone game engines. But skills develop over time, and I think it's important to give it that time and enjoy the journey.

    • @szihu
      @szihu 4 หลายเดือนก่อน

      @@basbertrandgameaudio3838 Definitely true! I'm trying to get the most satisfaction even out of the most basic stuff I'm building right now, and keeping my distance to hours spent on failures and misery, because it's never as simple as it seems ^^

  • @georgechadwick8642
    @georgechadwick8642 4 หลายเดือนก่อน

    Take a shot every time Bas says 'errrrrm' :D Just kidding bro great tutorial. Thanks!

  • @frano4806
    @frano4806 4 หลายเดือนก่อน

    I am currently in the middle of the redesign project including some electricity sound design, seeing your aproach in designing theese in phase plant would be very inspiring :)

  • @bnarvaeza
    @bnarvaeza 4 หลายเดือนก่อน

    great work I learned a lot

  • @marcus268
    @marcus268 5 หลายเดือนก่อน

    super sounds!

  • @Ash_Todd_
    @Ash_Todd_ 6 หลายเดือนก่อน

    Thanks for this! Honestly really good tutorial! 🎉

  • @benjaminbongert8482
    @benjaminbongert8482 6 หลายเดือนก่อน

    awesome work!

  • @Lets-Drone-With-Bone
    @Lets-Drone-With-Bone 6 หลายเดือนก่อน

    Excellent tutorial, thanks for this 👍

  • @AudioRuslan
    @AudioRuslan 6 หลายเดือนก่อน

    Wow! Really cool, thank you for sharing!

  • @idekas459
    @idekas459 6 หลายเดือนก่อน

    Very nice work !

  • @leigero
    @leigero 7 หลายเดือนก่อน

    Love that you're doing this. I feel like the realism of textures/graphics has reached a point of being nearly indistinguishable from reality while gravity/animation and audio need work. I can always tell when ambient noise (birds and crickets) don't change as I move through a forest that looks real. You shouldn't hear the same cricket everywhere you go which is very distracting. Well done.

  • @ehlingard
    @ehlingard 7 หลายเดือนก่อน

    Great! this is what make video game from good to great! Adding object pool will even be better for the performance.

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 7 หลายเดือนก่อน

      Thanks! Can you elaborate, I'm curious. You mean having an object pool for all spawnable actors instead of spawning them and adding them to a list?

    • @ehlingard
      @ehlingard 7 หลายเดือนก่อน

      @@basbertrandgameaudio3838 Yeah, since it is going be lots of spawns and destroy based on the player distance, instead setting up an object pool maybe like 10 or 20 based on how many sound actors normally spawns near the player, than circle through them to avoid spawning and destroying.

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 7 หลายเดือนก่อน

      @@ehlingard Yes good point! I will take this with me when I'm getting back to this system, thanks!

  • @emilybeth8224
    @emilybeth8224 7 หลายเดือนก่อน

    This is fascinating! So responsive and detailed!

  • @vladislavzotchik1584
    @vladislavzotchik1584 7 หลายเดือนก่อน

    Very interesting video!

  • @MrLasseHeide
    @MrLasseHeide 7 หลายเดือนก่อน

    Really cool stuff Bas! I can't quite recreate your electricity sound - out of curiosity, what are the basics of it?

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 7 หลายเดือนก่อน

      Thanks! In that sample, the explosion is made with the technique I use in the phase plant explosion tutorial on my channel. The electricity itself is made a bit different. Do you know those tape measure tools? If you flap them around at various lengths and speeds you get some great source material for electricity. After that I processed it in Snap Heap, and by using an audio follower you can drive filters, distortion, phasers and flangers and what not, and make it follow the movement of your tape measure source recordings. I might have layered it with recordings from duct tape for more crisp.

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 7 หลายเดือนก่อน

      Thinking about it now, I might have put the source recordings of the measure tape tool in a granular module in Phase Plant. It's a while ago so I'm not sure. Should give similar results!

    • @MrLasseHeide
      @MrLasseHeide 7 หลายเดือนก่อน

      @@basbertrandgameaudio3838 Thank you for getting back to me so quickly! I will definitely try this - the audio follower on recorded material like that is a fun idea :D

  •  7 หลายเดือนก่อน

    Really cool! Love these types of environmental details ❤️

  • @emrice6485
    @emrice6485 7 หลายเดือนก่อน

    Wow great video, can i ask how did you sample a point from the river curve when you compared it with your player location? a brief explanation would be enough :)

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 7 หลายเดือนก่อน

      Absolutely. First you need to access the spline itself. If you're using a waterbody, you can target the spline component from there. From there you can call the function "Find Location Closest To World location". That requires a vector input; the location of your character. So if you get player character, and call the function get world location, you get the vector data of your player character. The output of Find Location Closest To World Location should be the closest location, and now you can update the location of whatever needs to be on that spline, in this case that's an Ak Ambient Sound Actor. If you pause the video at exactly 7:03 you can see how it's done

    • @emrice6485
      @emrice6485 7 หลายเดือนก่อน

      Oh that makes sense, thanks!​@@basbertrandgameaudio3838

  • @renardsound
    @renardsound 7 หลายเดือนก่อน

    it sounds great Bas ! good environments systems

  • @OriginRow
    @OriginRow 7 หลายเดือนก่อน

    Subscribed

  • @Poweredsoft
    @Poweredsoft 7 หลายเดือนก่อน

    at 2:10 i was sure your plan was to make gabber :D great tutorial!

  • @tdspkaudio
    @tdspkaudio 7 หลายเดือนก่อน

    Great recap, thanks!

  • @cloudsoverlaurin
    @cloudsoverlaurin 7 หลายเดือนก่อน

    inspiring, love it! keep it up :)

  • @roryoconnor8959
    @roryoconnor8959 7 หลายเดือนก่อน

    So cool!

  • @mortenbrogaard
    @mortenbrogaard 7 หลายเดือนก่อน

    Way to go Bas!! Dikke shit! :-)

  • @jotail8938
    @jotail8938 7 หลายเดือนก่อน

    Are all the samples used in the video made by yourself? Or is it a mixture of what you made and what you didn't make?

    • @basbertrandgameaudio3838
      @basbertrandgameaudio3838 7 หลายเดือนก่อน

      It's a mixture. I think 70-80% made myself in source material sessions where I create them in batches

    • @jotail8938
      @jotail8938 7 หลายเดือนก่อน

      @@basbertrandgameaudio3838 The samples in the video and how to use them are great.

  • @spinosound
    @spinosound 7 หลายเดือนก่อน

    Very inspiring tutorial and very well explained 👍🏼 Thanks!

  • @MikeBAudio
    @MikeBAudio 7 หลายเดือนก่อน

    Sounds awesome man thanks for Sharing! really cool to see you make one of these insane patches from scratch!

  • @user-om2kk5sz2y
    @user-om2kk5sz2y 8 หลายเดือนก่อน

    Thank you

  • @user-uc9zz3cd2t
    @user-uc9zz3cd2t 8 หลายเดือนก่อน

    Great design here, really appreciate you sharing your process. Would be great to also get some insight into how you plan these ideas and conceive of these patches! Weirdly as I was working through I went to add a generator in the last stage for the recharge sound and my phase plant is saying my lanes are full!! Anyone else had that issue. I checked the manual and it says you should be able to load 32 generators so not sure what is happening there. thanks again.

  • @MagnusChirgwin
    @MagnusChirgwin 8 หลายเดือนก่อน

    The multipass convolver is a good tip! Thanks for that! 💛 I often find I discard builds like these because they sound so unglued and messy, I'll deffo give this a go. Great job, thanks for sharing!

  • @MrEarlabs
    @MrEarlabs 8 หลายเดือนก่อน

    Really interesting. And great explain. If you'd need some info on custom actions for Reaper, perhaps I can help. Am a Reaper expert and have done this for other producers as well.

  • @jojoris2
    @jojoris2 8 หลายเดือนก่อน

    <3

  • @i0nd
    @i0nd 8 หลายเดือนก่อน

    Wow 🤌