A large majority of the sounds in Fugitive were recorded rather than just having a bunch of regular stock sounds. This was to give the animation life and a feeling of depth that cannot be found in some stock sounds. Areas which the sounds were recorded were Rochester, Maidstone, Gillingham and Gravesend.
As for altering and editing the sounds, there was a lot of work done around the theme of Paranoia, having odd sounds that didn't really fit in with the atmosphere really give the idea that there is something seriously off about the fugitives current situation.
The sound plays a huge role in this project and there was a lot of time spent refining and altering certain aspects of the sound to give it an original mix but still recognizable in the scene. I did all of the sound of design but Samuel Johnson gave me a huge hand when it came to getting a hold of some of the stock sounds i needed, and he did a couple sound tests, so we could refine and see what did & didn't work.
Yesterday Thomas and I were trying to achieve the lighting we need to create the sense of the car streamlining through the night. It looked alot brighter through renders in Maya, uploading them online seems to have dulled the images quality slightly. strange, Anyway there is still work to be done and the cone lights we applied to the headlights have seemed to have fallen away.
We also had the idea of adding streetlights overhead of the car that would intermittently light the interior with each passing. To better symbolize the fact this car is travelling through space.
Due to some quality issues within the prior presentation, I have updated it and ensured that all of the work inside is a fair representation of everyone's work. Therefore below is an updated and newer OGR.
These are the updated versions of Danni's first thumbnails for the Environment. After posting the OGR we encountered some issues as a group. This lead Danni agreeing to let me make enhancements to her work with her guidance.