I was going to post some game play, but someone already beat me to it. Actually, a lot of people did. Here’s the first 7 minutes or so of the game. It includes some cutscenes, menu, combat, and voice systems. Sounds like this was captured off the PS2.
This is one of only two cutscenes from ED:R that is a remake of scenes from the original Evil Dead II movie. Since I’m a big fan of the movies, I really wanted to do this scene justice. I tried to ride the edge of campy and creepy, much as Raimi and Campbell did. Each of the possessed items had their own voice (acted by me and others in the studio) that joined in the chorus of laughter/madness. I used plastic bottle crunches and packing tape screeches to re-create the oddly harsh ratcheting sound of the deer head’s movement. The ending boom was from a series of percussive recordings I made at Fort Wordon, a retired military gun emplacement on the Olympic Peninsula in Washington. The music was an edit of some sections from an orchestral library, since at this point we didn’t have room in the budget or schedule for a real musical treatment.
Sound Design, character acting, composition, 5.1 mix encoded into Dolby PLII.
This is a more subtle mix and sound design example. The graveyard night ambiance is a composite of some field recordings that I did in Eastern Washington. One of the layers is significantly pitched down and the frogs take on a nightmare cow kinda feel. The music is typical of my eerie mood compositions, with the obligatory church bell to connote ‘graveyard’.
Sound design, composition, 5.1 mix encoded into Dolby PLII
This is another ambient piece of music that I wrote for Evil Dead: Regeneration. This is what is playing in the background as you wander around an insane asylum. Traditional instrumentation of reverbed piano, strings, synth pad with filter and pitch modulations. There’s also some manipulated field recordings in there, including a down pitched laundromat.
Composition, stereo mix
This is the Evil Dead themed logo movie I did for Cranky Pants Games. I wanted to reinforce the slapstick nature of the scene so I ‘Mickey Moused’ the music to act as the main sound design element. Classic piano scale run up to the impact, and then a vari-pitched synthetic gong patch to mimic the dizzy hand crawling into the hole. Imagine me with paper-clips taped to my fingers to Foley the hand’s movements. The dangling ‘y’ was another collaborative riff that happened between me and the animator. It is always refreshing when I can contribute not only accompaniment but actually help shape the overall creative direction.
Sound design, Foley, composition, 5.1 mix encoded into Dolby PLII
This is an excerpt from an original composition that I did for a gameplay mode where the player posses a midget Deadite. Go figure. I was given “Stand Together ” by the Beastie Boys as inspiration (or rip-off). The original song has a comedic sax loop that sounds more like a clucking chicken, but then it gets more funky and rockin’. I kept the goofy feel but used some funky industrial loops and added a bit of reversed voices and sfx to keep it in the supernatural comedy vibe.
Composition, sound design, 5.1 mix encoded into Dolby PLII
This is some typical creepy texture undertone composition that I did for Evil Dead: Regeneration. I wrote about ten pieces for various levels, all very moody and dark. Classic horror movie instrumentation: tremolo strings, ominous kettle drum, flanged background texture, and a little bowed glass patch instead of the traditional waterphone.
Composition, 5.1 mix encoded into Dolby PLII