

Level 3 is set in a parallel world where the protagonist will climb up glass steps. My aim is to create fitting sound effects to mimic the action of jumping from each step to the next. When thinking about sounds in games that could give me inspiration I thought of Super Mario Galaxy.
The sound activated when Mario is walking on metallic objects could be a fitting starting point to aim towards when thinking about synthesising sounds for walking on glass in the game. Although there is a fundamental difference between metal and glass in terms of molecular composition and the real sounds they make when struck, I believe in game the difference will be indiscernible and the sound will, as a result be believable and fitting. Certain tweaks I do believe will need to be made to fit the atmosphere of this level. This level is introspective in nature as the protagonist is taken to a parallel world where he questions why he works for a big games design corporation. As a result the sound will need to reflect this eery dreamland. That might be by adding more reverb to give off a dreamy atmosphere. The glass shards are also floating precariously in the air and to further hone in on the unsafe nature and fragility of these shards maybe filtering out the low end of the sound, focusing on the intricacies of the high end would reinforce this. Maybe a twig snapping kind of sound would also be fitting in mimicking the fragility of the shards.
Another angle on the sound design of these blocks in eliciting a dream like state could be by using glassy bell like sounds that are tonal in nature and triggered randomly when walking up the steps. An almost mickey mousing slap stick like effect experienced in positive dreams would be elicited. This, would erase the eerie atmosphere I had previously talked about and suggested for this level.