

“It’s just a small Sony recorder, it's no big deal, but I can carry it anywhere. “I got this little portable recorder,” says Veca. Sometimes the best audio comes from unexpected places.

Only so much material can be captured from planned studio sessions, however. At one point a couple of EA interns even climb into a dumpster to record banging and clanging sounds that would be used for Dead Space’s environmental effects. The Sims guys eventually got sick of it and hired a professional cleaner.” Other sessions helped captured moody instrumental effects from Saxophones, cymbals, and different string instruments. “But it reeked, and it reeked for three months. “We tried really hard to clean it up at the end of our session,” laughs Veca. In the course of one eight-hour recording session Veca recorded the brutal destruction of dozens of plant species. Since Dead Space was such an alien setting, it required some extensive audio manufacturing. Like many movies, game studios often employ Foley artists to help engineer the sounds for a game. “But nobody volunteered, and I had to go to the grocery store and get melons…we bought a whole bunch of fruit – tomatoes, celery, corn – anything we could break and make a mess with.” Veca took his shopping bags full of produce ($400 worth, by some dubious accounts) back to EA Redwood Shore’s in-house recording studio. “Our big thing was dismemberment, so I sent e-mails out to the team asking if I could get volunteers for recording those effects,” Veca jokes. Don Veca, Visceral Game’s audio directorįor the original Dead Space, the first thing Veca did was go to Safeway. More stressed-out or aggravated versions of the animals." The samples he used were not your typical elephant trumpets or horse whinnies, but Andy Lackey used mainly elephants and horses for this sound. This sound worked great to convey the overall size and nature This was one of his mainĪttack/taunt sounds. "The Hivemind is the final boss character in Dead Space.
