Hi, my name is Federico.
Welcome to the second edition of our Game
Audio Redesign series.
Today, we'll be working on sounds for DOTA
Underlords, a game created by the VALVE Corporation.
DOTA Underlords is a turn-based strategy game,
similar to a board game, where you battle
other players by hiring a well thought-out
combination of heroes that you upgrade as
the game advances.
Alright, cue the intro.
For the wind, I used the noise generator inside
Retrologue with a random LFO slowly moving
the Cutoff knob around 500 Hz.
I used some vegetables and a miniature christmas
tree to recreate the leaves on the trees that
I then panned to the sides with a bit of OTT.
I had a friend in highschool that could recreate
the sound of crows with his voice.
That encourage me to learn how to do it myself
on YouTube for this scene instead of synthesizing
it or using props.
I used two crow tracks at very low volume,
panned to the sides, and pitched down for
ambience.
The flapping sounds on that section was achieved
by layereing a selection of old rags and a
wallet.
For the sound of your inventory, I just opened
and closed a squeaky drawer from my kitchen
and added a bit of reverb.
The sound of picking up a character and placing
it on the board was achieved with the help
of my camera bag.
To help give the action some shine, I created
a copy of these clips, pitched them up an
octave and added Hysteresis for stereo width.
From the lettuce I recorded earlier, I also
tried to emulate the walking pattern of our
enemies.
I even tried to come up with some goblin noises
as I found that vocal noises are really hard
to imitate using props.
Sword fight noises were recreated using barbecue
knives.
To 
beef up those sword fight sounds I recorded
some tool hits.
Fireball spells have a tail made with a table
cloth and a layer of distorted noise whooshes.
The applause at the very end of the scene
are just that, several layers of hand clapping
takes.
To clean up some of the background noise I
used Waves NS1 which is one of my favorite
noise reduction tools at just 5%.
Whoosh sounds were made with brown noise and
basic volume automation.
Board click noises are simple short sine waves,
reverb, a resonant low-pass filter and tube
distortion.
That's it for the organic sounds, now let's
hear some of the synthesized samples.
I used Modal Synthesizer from VCV Rack to
craft a battle start sound.
If you don't know what VCV Rack is, I encourage
you to check my Saturday's YouTube series
"Guy does Modular Sound Design with VCV Rack".
I then used the same module to create the
countdown effect before the battle starts.
The 
final spell is just the result of layering
differently-treated copies of a basic noise
whoosh.
I then used Retrolgue again to create a high-pitched
minor triad pad.
After some delay effect the spell was ready.
Here's the scene with everything we did today.
Thank you very much for watching.
If you have any game recommendations for future
episodes write them down in the comments below
this video.
See you next Saturday.
