Someting very interesting about Yamatos footsteps, you need Line of Sight to her to actually hear them. You dont need to look at her, but if there is an object or a wall inbetween you and her, the sound completely disappears and you can bet im abusing the hell out of this in lane or when ganking.
WHATTTTT how did I not know this!!! I just opened the sandbox because I had to check haha. That's so crazy and makes so much sense, I've often felt like she 'teleported' in lane because I'm constantly listening for footstep sounds to track people. Crushed that I didn't include this in the video D: I wonder if there's any other special interactions like this...
That... Actually explains a lot when I walk around like one of those covers in lane to heavy melee the enemies from behind during laning phase. It's like most players are oblivious... Probably because they were.
It's crazy how Seven summoned the patron just to teach him about the sounds of people's feet. No wonder the 7 most powerful nations of the world tried to annihilate his soul.
My absolute favorite part of the video is when you recreate the sound you're talking about from scratch to help us get into the head of how a sound designer might approach different ideas or effects, already a huge fan of this and I hope you do more.
Thank you so so much I'm so happy you appreciate it. I definitely want to experiment with the balance of technical audio vs like game design in my videos and find that good balance so that curious 'non-audio' gamers can still follow along. I'll probably try adding in some more technical stuff over time, definitely have plans for my next one.
why? i play against him all the time and he is laughably easy to counter if he does not have his whole team up his ass, pretty much like going against any other character. Maybe cause im in low elo?
Something I should have mentioned too was in general the speed of their footsteps correlates with their threat, like lash and haze step almost twice as fast as ivy or talon
Hearing an audio engineer's insight into sound effects is super interesting. Please make them more, this is an undiscovered side of aesthetics by majority of people, and it contributes so much to the game feel.
Trying to learn music production (and so sound design) for a few years, and learning to play Deadlock for last few weeks. Finding this channel which combines my interests and has really good quality really feels like finding a gem. Great content!
i think dynamo being fast and light sounding is because he is his own source of gravity. the supposed weight you would expect to reflect on his steps is zero specially with his shoes being detached from the rest of his body and the only other sound is the shoes squeaking.........god the details in this game.......... great video!! i love your editing and personality. keep up the awesome work
For Mo&Krill; you have to remeber Krill is holding on. He has to constantly adjust his body to maintain grip. Man's doing a full workout just from Mo jumping.
Shiv fucks me up consistently because it's still laning phase and I'm worried of a gank then realize I can hear him all the way from one base to the other
Thank you!!! I'm probably going to start with games I've already got a bunch of hours in like deep rock galactic or rust or the long dark. I'll probably do monster hunter wilds when it comes out too.
Yo I wasnt gonna say anything until your bit at the end but KEEP THESE GOING! Im just an aspiring audio nerd and average gamer, but I love these videos. I now have a new interest that combines two of my favorite hobbies. Awesome job, thank you, and please keep it up!
I really love the sound design for the game, without ever hearing it before I could figure out that a Pocket was approaching because of a random frog noise and some footsteps.
Didnt know i needed this content but i absolutely love it. Audio has been something ive been interested in a long time and its cool to see deadlock analyzed so well!
3:55 I've never thought of using phaseplant for sound design other than synth instruments and effects, you've accidentaly opened a third eye for me bro whaaaaat
You know i always thought it was just me when i thought that Infernus had the LOUDEST footsteps in the game, i didnt know if i was just crazy or what, but its actually great with how it interacts with Infernus' gameplan
i dont usually play with headphones because the computer is in the lounge room and my family likes to watch sometimes but i really want to start now tbh. i remember the first time i did and heard pockets frogs my heart just about melted haha
Also worth noting that when a character is obscured by level geometry their footsteps has a booming reverb filter, like they're walking through an empty hallway. Sometimes the effect doesn't really match the environment though.
Troels, who did the sound design and music production for Deep Rock Galactic here (can't help notice your icon is the engineer from DRG). Great video! Great to see that others obsess about audio too :)
a love this, a love your videos, I'm a VFX artist (unity/unreal) and these videos not only help me understand the game better but also even understand elements of the things I do, one example is that if you ear the kelvin footsteps (icy picksk) you can see in that sound graph that the waves move in a more sharper and snappier way, similar to what hes habilities do (vfx for ice is usually very sharp and snappy when theres more ice than snow for example) or another good example its dinamo, where the sound graph all the sounds he makes aren't as snappy as kelvin's, but it also has some little accents here and there, similar to what hes gameplay and vfx are also like, very flat, very linear, very smooth movement, even on hes ult aswell. I gotta give a look at sound design for games because it definely helps me to understand how better improve the animations for the vfx I make, I usually do them while listening to music not really paying much attention to how the thing I'm making should move because usually, my stuff comes first and sound design later at the pipeline so, yea, sound graphs (or whatever the name of those wobbly lines is) really helps to understand the subject way way better. I'm gonna be waiting to see the vfx audio telegraphs stuff
That's so sick that you do vfx, I know how to do basic stuff but I'm always in awe of the real deal. It's crazy how well Valve has tied in all the sounds of their kits. I'm just wondering now if maybe the reason Abrams isn't loud despite being a threat up close is that he's supposed to be quieter and more 'detective' like, not really like a giant brute necessarily. Sound design is really fun! I think you'd find a LOT of similarities with vfx in terms of what makes either good. It would definitely improve your vfx too, to have a clearer idea of how they could sound. Waveforms :D I think that video is going to be next!
@@xylvnking I'm not really that critical on sound or vfx stuff in deadlock, actually, I dont really mind the game as it is right now because theres way to many things that are 100% not final. Abrahams doesnt really have many flaws on the vfx design because hes a very simple character, with simple personality, with very simple habilities, he just goes in and brute forces hes way in the fights with no fancy stuff going on, just bare fists and hes hellboy looking gun, we could take this as good simple design or we could take it as boring design, or maybe he just need to be elevated with more of himself design wise, one thing I've been seeing on the deadlock discord and reddit is that some ppl say that characters should be elevated design wise with more of their own essence, like haze should be ''more hazie'', like more cloudy, more shadowy, more sharp but fuzzy at the same time, and I think abrahams needs some of that treatment too, make abrahams more abrahams, leave everything he has as it is but accent a little more the nature of the close range fighting gameplay he has. Time will heal/finish deadlock, this is a new IP from valve, this is not gonna be like the dota 2 closed beta (I was there) where every hero was pretty much already designed in dota 1 and they just needed to enhanced what was already there, we are seeing now new things for the first time in a while, and I think its gonna go super well knowing how good the valve sound related artists are.
@@alcano6022 I love this response and totally agree. At first I honestly thought the deadlock vfx/sound wasn't personalized enough but the more I played the more I realized it is but just not super over the top, and that even if it's a lot of placeholder it's all still so cohesive as it is. One thing I notice different from League of Legends for example sound wise is that all the sounds for each character aren't from the exact same palette - like in League they reused and rework sounds a lot to make a bunch of different abilities across many different skins but in deadlock each characters abilities feel somewhat separate from each other. One exception I think would be seven where he has a characteristic distortion so much of his sounds. Riot has a super cool video breaking down their workflow for it. I'm excited to see how it changes! The only change I've felt iffy about is Viscous, I like his black helmet with the eyes before but I guess his new one does suit his sort of 'goofy' nature more. Also maybe it was just temporary because his icon looked too much like dynamo or something.
@@xylvnking viscous is not finished at all, if you look closely inside hes body, you can see that the skeleton he has is not an actual skeleton, instead its the skeleton to rig and attach the paintweight of all the green stuff outside, every joint its a small sphere and hes head its an sphere too so dont take viscous too seriously when it comes to design because valve still figuring out what to do with him. Specially with hes VFX, making vfx fluids its kinda difficult to do when you have to match the artstyle of a game, like, hes dark transparent green, but hes punch its opaque green with hier values, but hes 1 its even more brighter and opaque than every other greens he has, and so on, hes a total mess, a work in progress xD. Most of the design for him is lifted by the voice actor and absolute master design of gameplay he has so ppl dont pay that much attention to those things
2nd video you've edited and it's top tier already. It's super interesting how something as small as footstep sounds can have an impact on game balance.
just noticed your pfp and a drg audio design video would be great. i always thought that game had some of the best sound design out there, just breaking shit is super sayisfying and every creature has a distinct noise
Thanks! It's on my list of course. The sound designer has his own channel and saw one of my older videos, I'm hoping to reach out to him when the time comes and get an interview or something. Here's his channel with breakdowns, his style is so 'simple' in a way I find really interesting as somebody who often uses tons of sounds. www.youtube.com/@trjaudio
I've been playing competitive video games at a high level for a long time. It's always so cool to see someone articulate so scientifically things that I understand intuitively but not to the same level of well articulated detail. It always improves my understanding of something and, therefore, my potential ability even if I was already really good at it.
Another awesome video man, was super interesting and informative. Keep it up! Also, there is a non-zero chance that I'm the vindicta in that clip because a seven knocked me out of the sky just like that, leading to me getting ganked in one of my games a while back lol. It's probably not me, but whoever she is, I feel her pain
Hahaha honestly anytime I see Vindicta up there I get excited because it's so fun to do exactly this. Especially with the insane range on Seven's stun it's pretty easy.
This is one of the COOLEST video concepts, I’m so glad that you made another. I genuinely think audio design is one of the single most important parts of making a video game. Both for singleplayer games (Silent Hill 2 remake is made 100x scarier from the audio), and for multiplayer titles (differing footsteps, ability use sounds, etc to listen for). I had noticed that there were different footsteps for different heroes, but didn’t realize it was this complicated and well thought-out. A couple things that I think are worth pointing out: 1) I actually almost choked on what I was eating when you roasted Gray Talon like that. Get his ass 2) I think the frog sounds for Pocket are independent from footstep audio. I’m a Pocket main, and I’ve been found while hiding and standing completely still bc someone heard my stupid frog multiple times. I think the frog is supposed to offset the fact that Pocket’s footsteps are quieter than other close-range characters. Super neat!!!
Great stuff, you got so much potential You loving the deadlock content, but I’d also like seeing sound design from other games, you’re style would be great with anything tbh
Was awesome video!! Would have been fun if you added a little quiz, like can you guess which character this sound is?? Which is ultimately all i need to apply this knowledge ingame:D
Hey, the footsteps are really distinct and well designed.. just like Overwatch has been for ages! A lot of people will cope and refuse to admit it, but Overwatch has peak sound design. So it's nice to see Deadlock has followed in its footsteps (heee) in that regard.
aight, kinda guessed sound engineer when you pulled up the sound design thingamagig. but damn crispy vocals too. you should make a side channel for that asmr brain rot and get mad views bro.
overwatch was crazy good about this! afaia first time a mp FPS distinguished its cast merely by footstep sounds they cast. you could play the game with your eyes closed it felt like!
I kind of wonder if the reason why Dynamo's footsteps sound so different for his character is because of his previous incarnation. Between the early sumo wrestler design and the current Bigweld design, there was a totally different concept for Dynamo that the devs toyed with by the name of "lil Dynamo" in which instead of being a professor who got turned into a dying neutron star, he was just a teen or young adult who worked as a pizza delivery boy that happened to get his hands on a black hole generator. Yoshi posted the concept art for this version of Dynamo on the playtester discord a while back, but there's also a bunch of old voice lines for tons of different characters referring to him as such (lines like "I want to hate him but he's just so sweet" and "where'd a kid like you get your hands on a black hole generator" and stuff like that.) I may send Mr Morasky an email and ask him about the audio design here. On the subject of footstep sounds on different types of materials, I think you're right on the money. Apparently more recent updates to Deadlock and CS2 have revealed some work going on in the background with surface properties, so there's a good chance that different surface types using different footstep sounds is on the table in the future. One last thing, I've gotta say, I've been doing youtube since 2011, and your ability to edit videos may very easily be above and beyond anything that I've been able to do thus far. The way you lay things out and present stuff is extremely well done, you should give yourself a pat on the back for it.
More than valorant but only a few in deadlock are super obvious like infernus and bebop. After making this video I definitely got much better, caught myself identifying warden by one footstep tonight haha.
This is a crossover i didnt have on my bingo card, multiple Sound Design Videos about my game of the year. Just asking, were you already able to get into the game industry? What was your process of doing your network?
I've had very little luck. Ultimately there's just a huge lack of jobs in general and nobody wants to hire entry level. Game companies as a whole over hired in 2020-2022 when demand was crazy high and then laid all of those people off so now there's even more 'qualified' candidates for roles, so it's probably one of the worst times ever to be trying to get into game audio as a career. Even jobs listed as entry level that I've been turned down for, when I reached out to the recruiter for the role they said they actually required you to have experience which was disheartening. There's a sound design discord which is pretty cool but it's mostly just folks learning, not really focused on getting a job. I've tried cold emailing studios but have gotten very little response. One of my motivations for this channel is that it's probably the best way for me to generate any sort of network since I don't really use social media and never leave my apartment lol
Gotta say, Overwatch may have grown to become a mess in recent years after they put a 2 infront of it and called it a sequel, but Valve clearly has been taken some notes on the aspects that were cleverly done since the day Overwatch was first created, also like Valorant did, such as these footsteps. Why I even brought Overwatch up is because in Overwatch, all the playable heroes also have their own unique footsteps to let you know not only that somebody is around the corner, but whom it's going to be and a more wise player will take advantage of the incoming information to take action ahead of time of the incoming threat they cannot see, but hear. Also, fun fact. Did you know you can cover up your own footsteps by crouch walking? Good for sneaking around when it's needed.
Someting very interesting about Yamatos footsteps, you need Line of Sight to her to actually hear them. You dont need to look at her, but if there is an object or a wall inbetween you and her, the sound completely disappears and you can bet im abusing the hell out of this in lane or when ganking.
WHATTTTT how did I not know this!!! I just opened the sandbox because I had to check haha. That's so crazy and makes so much sense, I've often felt like she 'teleported' in lane because I'm constantly listening for footstep sounds to track people. Crushed that I didn't include this in the video D: I wonder if there's any other special interactions like this...
That... Actually explains a lot when I walk around like one of those covers in lane to heavy melee the enemies from behind during laning phase. It's like most players are oblivious... Probably because they were.
@@xylvnking The cat hero might have a special trait to this when she's released. Hopefully no footstep sound becomes a thing.
@@D3adCl0wn does shadow weave suppress footsteps when active?
Sounds like a bug, better report that
It's crazy how Seven summoned the patron just to teach him about the sounds of people's feet. No wonder the 7 most powerful nations of the world tried to annihilate his soul.
And his surviving the execution is just further proof that absolutely _nothing_ will stop a truly determined foot afficionado.
THEY DON'T WANT ME TALKIN ABOUT THEM TOES
My absolute favorite part of the video is when you recreate the sound you're talking about from scratch to help us get into the head of how a sound designer might approach different ideas or effects, already a huge fan of this and I hope you do more.
Thank you so so much I'm so happy you appreciate it. I definitely want to experiment with the balance of technical audio vs like game design in my videos and find that good balance so that curious 'non-audio' gamers can still follow along. I'll probably try adding in some more technical stuff over time, definitely have plans for my next one.
@@xylvnking
Bro you can hear footsteps a mile away in this game, if you can’t hear the footsteps, you are using old audio and need to upgrade. Plain and simple.
Yeah that was absolutely crazy
The Grey Talon disrespect is... totally understandable. They really need to rework the design of that grandma
I find it sooo unreasonably frustrating to deal with. Mostly his autos later on.
Grandpa
@@tragedy8365 he looks more like a grandma specially with that weird dress he has
that guy deals sooo much damage with his cds lmao
why? i play against him all the time and he is laughably easy to counter if he does not have his whole team up his ass, pretty much like going against any other character. Maybe cause im in low elo?
ok analyzing correlation between step's loudness and scale of being in a threat to being a threat made me very satisfied for some reason
Something I should have mentioned too was in general the speed of their footsteps correlates with their threat, like lash and haze step almost twice as fast as ivy or talon
As an indie game Dev, your video really explains not only game design but audio and foley tips
Thanks!!! Glad I could be of help. What engine do you use?
@@xylvnking may expertise is unity but i know a bit of unreal
@@MrRaccoonMaster that's awesome, I'm mostly unreal but know a bit of godot :]
the editing is impressive, especially for someone new. Really excited to see what you do next!
Thanks! I'm using capcut, it's pretty sweet. I was using reaper before it was very difficult to edit with lol.
Hearing an audio engineer's insight into sound effects is super interesting. Please make them more, this is an undiscovered side of aesthetics by majority of people, and it contributes so much to the game feel.
Hot dang this is dude's second video and he absolute killed it. Looking forward to more nerdery! This was good!
MUCH NERDERY INCOMING
Trying to learn music production (and so sound design) for a few years, and learning to play Deadlock for last few weeks. Finding this channel which combines my interests and has really good quality really feels like finding a gem.
Great content!
Thanks so much!!! I'm super into this topic so there's plenty more on the way
i think dynamo being fast and light sounding is because he is his own source of gravity. the supposed weight you would expect to reflect on his steps is zero specially with his shoes being detached from the rest of his body and the only other sound is the shoes squeaking.........god the details in this game..........
great video!! i love your editing and personality. keep up the awesome work
Yoooooooo this would make so much sense, such a good observation!!
I get people saying "How you know who that was?"
"Headphones."
Nice, crazy the amount of work you put into editing this. Hope u take off
THANK YOUUU I'm always trying to improve. I feel like my thumbnail was nicer too
For Mo&Krill; you have to remeber Krill is holding on. He has to constantly adjust his body to maintain grip. Man's doing a full workout just from Mo jumping.
Shiv fucks me up consistently because it's still laning phase and I'm worried of a gank then realize I can hear him all the way from one base to the other
yeah especially the past couple weeks pre nerf I was STRESSING when I heard those footsteps coming from an alley
I KNOW RIGHT LMAO
i never want to see anyone superimposed over the patrons face ever again
Absolutely amazing stuff, keep going!
please keep doing audio analysis about deadlock, these are sooo interesting and your videos are extrmely well made as well!
Thanks!!!! Means a lot considering I'm new to creating content. I have a several more Deadlock videos I'd like to make for sure, working on one now!
you offer real unique analysis... hope you keep doing these. would love to see more deadlock vids and any other popular games honestly
Thanks!! I think I may do one or two on Balatro next
your editing is great! you seriously have a knack for it, can’t wait for the next one
Much appreciated!!!!!!!!
great videos man! love the deadlock stuff but also hope to see some stuff about other games
Thank you!!! I'm probably going to start with games I've already got a bunch of hours in like deep rock galactic or rust or the long dark. I'll probably do monster hunter wilds when it comes out too.
Yo I wasnt gonna say anything until your bit at the end but KEEP THESE GOING! Im just an aspiring audio nerd and average gamer, but I love these videos. I now have a new interest that combines two of my favorite hobbies. Awesome job, thank you, and please keep it up!
THANK YOUUU!!
Valve's audio/foley work is unmatched in the games industry. Wouldn't be surprised if we can hear steps based on material in the future
I really love the sound design for the game, without ever hearing it before I could figure out that a Pocket was approaching because of a random frog noise and some footsteps.
Didnt know i needed this content but i absolutely love it. Audio has been something ive been interested in a long time and its cool to see deadlock analyzed so well!
Thank you!!! I'm so glad you love it. If you ever have any audio questions feel free to contact me!!
3:55 I've never thought of using phaseplant for sound design other than synth instruments and effects, you've accidentaly opened a third eye for me bro whaaaaat
You know i always thought it was just me when i thought that Infernus had the LOUDEST footsteps in the game, i didnt know if i was just crazy or what, but its actually great with how it interacts with Infernus' gameplan
They're insanely loud, especially when nothing else is going on. Hard to lose track of him in lane haha.
Wow, your content is so impressive. Very big effort went into producing this video!!! LOVE from Russia!
i dont usually play with headphones because the computer is in the lounge room and my family likes to watch sometimes but i really want to start now tbh. i remember the first time i did and heard pockets frogs my heart just about melted haha
I love the frog sounds
LETS GOOO I WAITED SO LONG FOR DEADLOCK AUDIO ANALYSIS
:]
Also worth noting that when a character is obscured by level geometry their footsteps has a booming reverb filter, like they're walking through an empty hallway. Sometimes the effect doesn't really match the environment though.
Troels, who did the sound design and music production for Deep Rock Galactic here (can't help notice your icon is the engineer from DRG). Great video!
Great to see that others obsess about audio too :)
a love this, a love your videos, I'm a VFX artist (unity/unreal) and these videos not only help me understand the game better but also even understand elements of the things I do, one example is that if you ear the kelvin footsteps (icy picksk) you can see in that sound graph that the waves move in a more sharper and snappier way, similar to what hes habilities do (vfx for ice is usually very sharp and snappy when theres more ice than snow for example) or another good example its dinamo, where the sound graph all the sounds he makes aren't as snappy as kelvin's, but it also has some little accents here and there, similar to what hes gameplay and vfx are also like, very flat, very linear, very smooth movement, even on hes ult aswell.
I gotta give a look at sound design for games because it definely helps me to understand how better improve the animations for the vfx I make, I usually do them while listening to music not really paying much attention to how the thing I'm making should move because usually, my stuff comes first and sound design later at the pipeline so, yea, sound graphs (or whatever the name of those wobbly lines is) really helps to understand the subject way way better.
I'm gonna be waiting to see the vfx audio telegraphs stuff
That's so sick that you do vfx, I know how to do basic stuff but I'm always in awe of the real deal. It's crazy how well Valve has tied in all the sounds of their kits. I'm just wondering now if maybe the reason Abrams isn't loud despite being a threat up close is that he's supposed to be quieter and more 'detective' like, not really like a giant brute necessarily.
Sound design is really fun! I think you'd find a LOT of similarities with vfx in terms of what makes either good. It would definitely improve your vfx too, to have a clearer idea of how they could sound.
Waveforms :D
I think that video is going to be next!
@@xylvnking I'm not really that critical on sound or vfx stuff in deadlock, actually, I dont really mind the game as it is right now because theres way to many things that are 100% not final. Abrahams doesnt really have many flaws on the vfx design because hes a very simple character, with simple personality, with very simple habilities, he just goes in and brute forces hes way in the fights with no fancy stuff going on, just bare fists and hes hellboy looking gun, we could take this as good simple design or we could take it as boring design, or maybe he just need to be elevated with more of himself design wise, one thing I've been seeing on the deadlock discord and reddit is that some ppl say that characters should be elevated design wise with more of their own essence, like haze should be ''more hazie'', like more cloudy, more shadowy, more sharp but fuzzy at the same time, and I think abrahams needs some of that treatment too, make abrahams more abrahams, leave everything he has as it is but accent a little more the nature of the close range fighting gameplay he has.
Time will heal/finish deadlock, this is a new IP from valve, this is not gonna be like the dota 2 closed beta (I was there) where every hero was pretty much already designed in dota 1 and they just needed to enhanced what was already there, we are seeing now new things for the first time in a while, and I think its gonna go super well knowing how good the valve sound related artists are.
@@alcano6022 I love this response and totally agree. At first I honestly thought the deadlock vfx/sound wasn't personalized enough but the more I played the more I realized it is but just not super over the top, and that even if it's a lot of placeholder it's all still so cohesive as it is. One thing I notice different from League of Legends for example sound wise is that all the sounds for each character aren't from the exact same palette - like in League they reused and rework sounds a lot to make a bunch of different abilities across many different skins but in deadlock each characters abilities feel somewhat separate from each other. One exception I think would be seven where he has a characteristic distortion so much of his sounds. Riot has a super cool video breaking down their workflow for it.
I'm excited to see how it changes! The only change I've felt iffy about is Viscous, I like his black helmet with the eyes before but I guess his new one does suit his sort of 'goofy' nature more. Also maybe it was just temporary because his icon looked too much like dynamo or something.
@@xylvnking viscous is not finished at all, if you look closely inside hes body, you can see that the skeleton he has is not an actual skeleton, instead its the skeleton to rig and attach the paintweight of all the green stuff outside, every joint its a small sphere and hes head its an sphere too so dont take viscous too seriously when it comes to design because valve still figuring out what to do with him. Specially with hes VFX, making vfx fluids its kinda difficult to do when you have to match the artstyle of a game, like, hes dark transparent green, but hes punch its opaque green with hier values, but hes 1 its even more brighter and opaque than every other greens he has, and so on, hes a total mess, a work in progress xD. Most of the design for him is lifted by the voice actor and absolute master design of gameplay he has so ppl dont pay that much attention to those things
2nd video you've edited and it's top tier already. It's super interesting how something as small as footstep sounds can have an impact on game balance.
New favorite Deadlock channel. Your video quality is amazing!
Insant sub. This content is incredible dude.
Much appreciated, thanks for watching! :]
I can only think of Mr. Electric when I see your face in the patron
Subscribed. If this is the quality you're giving while you are still learning, I'm definitely sticking around for more.
Keep doing what you doing bro
just noticed your pfp and a drg audio design video would be great. i always thought that game had some of the best sound design out there, just breaking shit is super sayisfying and every creature has a distinct noise
Thanks! It's on my list of course. The sound designer has his own channel and saw one of my older videos, I'm hoping to reach out to him when the time comes and get an interview or something. Here's his channel with breakdowns, his style is so 'simple' in a way I find really interesting as somebody who often uses tons of sounds. www.youtube.com/@trjaudio
i love deadlock character' feet
Only 1K subs bros quality and content is INSANE
Thank you :] 1.5k now!!!!
this channel rocks
THANK YOU
bro that intro goes hard af xD best of luck to you in your youtube journey
Thanks!!!!! :]
As a sound guy and a Deadlock degen I appreciate this content. Keep up the great work!
Thank you!!! Glad you enjoy it. I would have had it out a few days ago but I spent way too much time sweating in ranked mode since it came out haha
You deserve all the love
This video is soooo good
Ahhhhh thank you so much!!! It means a lot.
Great insight! I learned a bunch from this video.
man I never expected that I needed this video, but I did. Thanks! That was super cool
I've been playing competitive video games at a high level for a long time. It's always so cool to see someone articulate so scientifically things that I understand intuitively but not to the same level of well articulated detail. It always improves my understanding of something and, therefore, my potential ability even if I was already really good at it.
Another awesome video man, was super interesting and informative. Keep it up!
Also, there is a non-zero chance that I'm the vindicta in that clip because a seven knocked me out of the sky just like that, leading to me getting ganked in one of my games a while back lol. It's probably not me, but whoever she is, I feel her pain
Hahaha honestly anytime I see Vindicta up there I get excited because it's so fun to do exactly this. Especially with the insane range on Seven's stun it's pretty easy.
ALSO THANK YOU!!!!
@@xylvnking I cannot blame you, but as a vindicta main I must say I am QUITE offended lol
Great video, I'm really looking forward to more vids about the audio design in this game
4:03 this might be intended though, to keep them even more recognizable by repetition
This is one of the COOLEST video concepts, I’m so glad that you made another. I genuinely think audio design is one of the single most important parts of making a video game. Both for singleplayer games (Silent Hill 2 remake is made 100x scarier from the audio), and for multiplayer titles (differing footsteps, ability use sounds, etc to listen for). I had noticed that there were different footsteps for different heroes, but didn’t realize it was this complicated and well thought-out.
A couple things that I think are worth pointing out:
1) I actually almost choked on what I was eating when you roasted Gray Talon like that. Get his ass
2) I think the frog sounds for Pocket are independent from footstep audio. I’m a Pocket main, and I’ve been found while hiding and standing completely still bc someone heard my stupid frog multiple times. I think the frog is supposed to offset the fact that Pocket’s footsteps are quieter than other close-range characters. Super neat!!!
didnt knew you were going to keep with this, you got my sub. cant wait to see the channel grow, you deserve it
Can’t believe this was just 5 minutes of vindictas dogs plopping around. WTF!?
Really good editing, writing and everything tbh
keep it :))
Fantastic video! Really makes me appreciate the sound design ❤
Great video mate, really love the depth that you've gone into here. Keep up the awesome content!
Great stuff, you got so much potential
You loving the deadlock content, but I’d also like seeing sound design from other games, you’re style would be great with anything tbh
Was awesome video!! Would have been fun if you added a little quiz, like can you guess which character this sound is?? Which is ultimately all i need to apply this knowledge ingame:D
This is a fantastic video!
This is really good for the second vid someone has ever edited
Awesome video, would love to see more deadlock related audio analysis!
Great video. You are doing really well.
This this your thing bro. Can't wait for you next analysis (even on other games)
Unbelievably good content. Instant subscriber.
Hey, the footsteps are really distinct and well designed.. just like Overwatch has been for ages!
A lot of people will cope and refuse to admit it, but Overwatch has peak sound design.
So it's nice to see Deadlock has followed in its footsteps (heee) in that regard.
nice stuff, keep it up man!
Great stuff man keep it up❤
Awesome stuff man 👍
great video good job I love sounds
great video! super interesting.
New cool video on cool topic!
very unique content.. i love it
I’m interested in equalizer settings for games like deadlock and valorant. A video on that would be cool
Very Very good content!
Ahhh!!! Thank you so much, I'm trying very hard to improve so that means a lot.
aight, kinda guessed sound engineer when you pulled up the sound design thingamagig. but damn crispy vocals too. you should make a side channel for that asmr brain rot and get mad views bro.
Great video
this video is ABSOLUTELY FIRE omg when it opened with your face on the patron i was hooked.
overwatch was crazy good about this! afaia first time a mp FPS distinguished its cast merely by footstep sounds they cast. you could play the game with your eyes closed it felt like!
good stuff
Vindicta player told me viscus has "hot footsteps"
😩Why are vindicta players like this
You should've replied that her footsteps are close to clap of an asscheeks, lmao
Ivy paws :3c
2:10 infernus: im not in the danger, i am the danger
I kind of wonder if the reason why Dynamo's footsteps sound so different for his character is because of his previous incarnation. Between the early sumo wrestler design and the current Bigweld design, there was a totally different concept for Dynamo that the devs toyed with by the name of "lil Dynamo" in which instead of being a professor who got turned into a dying neutron star, he was just a teen or young adult who worked as a pizza delivery boy that happened to get his hands on a black hole generator. Yoshi posted the concept art for this version of Dynamo on the playtester discord a while back, but there's also a bunch of old voice lines for tons of different characters referring to him as such (lines like "I want to hate him but he's just so sweet" and "where'd a kid like you get your hands on a black hole generator" and stuff like that.) I may send Mr Morasky an email and ask him about the audio design here.
On the subject of footstep sounds on different types of materials, I think you're right on the money. Apparently more recent updates to Deadlock and CS2 have revealed some work going on in the background with surface properties, so there's a good chance that different surface types using different footstep sounds is on the table in the future.
One last thing, I've gotta say, I've been doing youtube since 2011, and your ability to edit videos may very easily be above and beyond anything that I've been able to do thus far. The way you lay things out and present stuff is extremely well done, you should give yourself a pat on the back for it.
Here is a video idea:
Sound analysis of heros ultimate
You are in luck!
That was a good video.
You think a new player actually would recognize whose footsteps are who’s? Thats wild
More than valorant but only a few in deadlock are super obvious like infernus and bebop. After making this video I definitely got much better, caught myself identifying warden by one footstep tonight haha.
Vindicta feet slaps tho
new video!! oooo!!!
FIRE
Cool video
This is a crossover i didnt have on my bingo card, multiple Sound Design Videos about my game of the year. Just asking, were you already able to get into the game industry? What was your process of doing your network?
I've had very little luck. Ultimately there's just a huge lack of jobs in general and nobody wants to hire entry level. Game companies as a whole over hired in 2020-2022 when demand was crazy high and then laid all of those people off so now there's even more 'qualified' candidates for roles, so it's probably one of the worst times ever to be trying to get into game audio as a career. Even jobs listed as entry level that I've been turned down for, when I reached out to the recruiter for the role they said they actually required you to have experience which was disheartening. There's a sound design discord which is pretty cool but it's mostly just folks learning, not really focused on getting a job. I've tried cold emailing studios but have gotten very little response. One of my motivations for this channel is that it's probably the best way for me to generate any sort of network since I don't really use social media and never leave my apartment lol
Gotta say, Overwatch may have grown to become a mess in recent years after they put a 2 infront of it and called it a sequel, but Valve clearly has been taken some notes on the aspects that were cleverly done since the day Overwatch was first created, also like Valorant did, such as these footsteps.
Why I even brought Overwatch up is because in Overwatch, all the playable heroes also have their own unique footsteps to let you know not only that somebody is around the corner, but whom it's going to be and a more wise player will take advantage of the incoming information to take action ahead of time of the incoming threat they cannot see, but hear.
Also, fun fact. Did you know you can cover up your own footsteps by crouch walking? Good for sneaking around when it's needed.
Subbed
Is it just me or i like vindicta bare feet sound :)
1:46 NOT THE HARD R 😭cmon bro.. robophobic in 2024?
You seem like a sweetie. Great video too!
Enlightening for a newbie like me.
Aw shucks, thanks so much!
For some reason infernus even when he on your team his footstep are so loud i got jumpscare couple time thinking someone sneak up on me.
no way you went with the hard C for bebop
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