Beau Anthony Jimenez MPSE Profile picture
πšœπš˜πšžπš—πš @playstation | π˜€π—Όπ˜‚π—»π—± π—±π—²π˜€π—Άπ—΄π—» on #GodOfWar #TheLastOfUs #Uncharted #Destiny | formerly @naughty_dog @bungie ᡒᡖᢦⁿᢦᡒⁿ˒ ⁼⁼ ᡒʷⁿ | ʰᡉ/ʰⁱᡐ
Aug 5, 2020 β€’ 11 tweets β€’ 4 min read
Since people have expressed interest in the violin recordings for #TheLastofUsPartII's bow draw, here's a more formal thread on my journey creating the sounds for this iconic weapon.

1/11 A bit of history: the bow needed to be done for the E3 2018 Forest Gameplay section.

2/11
Jul 18, 2020 β€’ 16 tweets β€’ 6 min read
#TheLastOfUsPartII’s Breathing System Thread Part 2

So now that there was a rich, detailed breathing system in place: it was time to marry the sound to the pixels!

2.1/15 Initially, we tried using the automatic lipsync that already existed in the engine to drive the mouth from the sound signal.

This was a fail, as it doesn't play nice with 'efforts' or non-spoken dialog.

2.2/15
Jul 18, 2020 β€’ 26 tweets β€’ 6 min read
#TheLastOfUsPartII’s Breathing System Thread Part 1

One gift of working at Naughty Dog is that the sky is limit. With artists and programmers collaborating closely, magic can happen.

The Breathing System is an example of that magic.

1.1/25 There are two fundamental concepts to understand with this system: Murmuration and Heart Rate.

1.2/25
Jul 2, 2020 β€’ 25 tweets β€’ 8 min read
#TheLastOfUsPartII’s Shambler Sound Design Thread!

A summary outlining my journey concocting the sounds of the Shambler.
(01/25) The Shambler was an exciting endeavor, as it was a completely new Infected type in #TheLastOfUsPartII, which gave me the creative freedom to make a fresh, new imprint on the Last of Us universe.
(02/25)
Jun 21, 2020 β€’ 23 tweets β€’ 11 min read
(1/23) This thread is a celebration of my largest task for #TheLastofUsPartII : the Infected sound design. (2/23) My task was to conceptualize, prototype, sound design, edit, and implement all vocals and non-vocal sound effects for the Infected in TLOU2, within systemic gameplay, in-game cinematics (IGCs), proper cinematics and player death moments.