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LSD - A Lamentable Sighting of Distortion, Is a short story told through the use of 2D platforming, depicting the disturbed thoughts of a schizophrenic war veteran and his intolerable guilt.

Post news Report RSS Trailer released!

Hi again, Pontus (The lead composer) here! For the last few weeks we've been working part time on fixing a trailer for LSD, and we've finaly got it done. We've worked together with our friends over at the graphics department, and we think the the trailer ended up quite nice!

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Hi again, Pontus (The lead composer) here!
For the last few weeks we've been working part time on fixing a trailer for LSD, and we've finaly got it done. We've worked together with our friends over at the graphics department, and we think the the trailer ended up quite nice!

When we started working on this trailer a couple of weeks ago, we were first planning on doing it after an early prototype that me and Eric (my partner in composing) made in the first few weeks in productions just for fun. By using audio only, and by putting together some existing prototypes for music and voiceover, we thought that our trailer prototype managed to show off a great combination of story and gameplay.

However!

Eric found out (by reading the specifications of the assignment) that our trailer was waaay to long. In fact, our trailer prototype was about 2 minutes, when the trailer was supose to be 30 seconds. Oops. Added to this, we got word from Josef (Our lead designer) that we shouldn't use voiceover from the game, but rather create a new voiceover for the trailer.

That ment that, from having something that we thought was a pretty stable prototype, we went to having to do pretty much everything from scratch. So, in the end, our "to do list" looked something like this:

  • Create a storyboard for the graphic artists
  • Write a new script for the trailer voiceover
  • Recut the music in the trailer
  • Make all of this fit in 30 seconds

This, offcourse, stressed us up a bit. Mostly it freaked us out as we weren't sure if Thomas (our voiceover/lead sound designer) would have the time to record more voiceover for us. Luckily, he had no problem making it, so that was at least not a problem.

After that our work started to get a move on. I made a simple (and I mean really simple) storyboard for Matilda (one of our artists), so that she could draw the one panoramic picture in the trailer (we tried to make the trailer to be as little of a burden for out artists as possible, as they were quite busy), and wrote a script for Thomas to use for the voiceover. Me and Eric started to fix an early cut of the music for the trailer, and just as Matilda was done with the picture, Thomas sent us his voiceover (after the script had been approved and fixed by Josef) so that we could make an early prototype for the sound so that Grönis (another one of our artists) could cut together the trailer.

After Grönis had fixed an early cut, we started to polish the trailer back and forth between the composers and the artists, and we ended up with this:


Also, the project is coming closer to its end, but fear not, we will still work on the game on our free time, at least until the Swedish Game Awards. Oh, and speaking about the SGA, if you like our game, you should become a fan of us over at 2012.gameawards.se!

That's all for today, folks!
Pontus signing out.

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