Sounds of a House

Gone Home takes place in a big, old, creaky house, and a major part of making the place feel real is going to be how it sounds. Squeaky boards, rattling doorknobs, clacking light switches. So, to capture that authentic sound, we asked for help from our friend Jen Foley, who works at Rejuvenation here in Portland, OR (and has a sweet recording mic to boot, for recording her podcast.) It’s a little bit totally, weirdly appropriate that Foley should have helped us capture sounds on-site, the industry term for this being “capturing foley.”

Rejuvenation

Once the store shut down for the night, we got to work recording all sorts of stuff we’d need for the house. Such as those old, clacky lightswitches I mentioned!

You can see from the background what an eclectic place Rejuvenation is. We had tons of stuff to work with.

For instance, this great old bell hanging over the entrance to the cafe:

There’s an old servant’s quarters from the early century in the Greenbriar house, with some disused old bells that in a prior era would summon servants to different rooms. The system for ringing them from afar has been torn out by the time you’ll visit the house, but the bells are still down there, in the basement…

Speaking of the basement, the door to it is locked with a rattly old doorknob:

There were also a bunch of awesome old metal filing cabinets around, though Rejuvenation being a hardware store, some were filled with stuff that might not be kept in the drawers of the Greenbriar house, as Foley notes here:

She was also kind enough to explain her shirt for the benefit of you, the viewer:

We also captured a number of “impacts,” to play when you drop something on a surface. Some things have very specific sounds, like a ballpoint pen:

Other sounds are more generic, such as a dull thud we could use for a variety of objects. In this case, we employed our very special “Sound Effects Avocado.”

Sound Effects Avocado

How is Sound Effect Avocado used? By bumping it on the floor of course!

Take 1:

SWITCH!!!

Take 2:

You’ll be happy to know that, after making sound effects, Sound Effect Avocado also made a delicious guacamole.

We had a great time grabbing tons of sounds. We want to thank Foley and the folks at Rejuvenation again, and we can’t wait for everybody to hear this stuff while they explore the Greenbriar house!

Posted in Sound | 2 Comments

Environment comparison: April 2012-April 2013

So, as of late March 2013, we’d been working on Gone Home for a full year. Just today, Karla found a couple of screenshots from April 30, 2012– basically the very first rough draft of the house in its most basic form. It’s nearly April 30, 2013 now. Let’s see what a year of development looks like!

The TV room 2012 vs. 2013:

TVRoom2012 TVRoom2013

Sam’s bedroom 2012 vs. 2013:

Bedroom2012 Bedroom2013

Stuff’s a lot less gray, for one! A few interesting notes:

The 2012 shots are from immediately after we started talking to Kate about working with us; she’d just sent her art test in and that little side table with the magazine holders on the sides was one of the very first meshes she sent in! It’s the one asset that’s consistent between the shots… we’re keeping it! When you ship assets that an artist submitted as their art test, you know they’re good. It wasn’t long after this that Kate joined the team full-time.

Aside from that, it’s kind of surprising how stable the layouts of the rooms and the placement of relevant objects has stayed. The shapes of the rooms, placement of the doors and important furniture, windows and so on is basically the same. You can even see the edge of the pillows on the floor of Sam’s room in the 2012 shot!

That said though, the proportions of the rooms have changed a LOT. The rooms have gotten a lot more cozy since last year. It’s kind of absurd seeing how orphaned the furniture looks in those early shots. On the one hand it’s always easier to scale a room properly when you have all the art assets that will be populating it onhand, which we didn’t last April, but also, as the level designer, I was coming off of almost four years of working on BioShock games, which have much larger proportions and higher ceilings, to allow for FPS gameplay. Takes some time to unlearn that muscle memory…

But it does kind of highlight part of our process, which is that we came up with a plan early on, and have stuck to it and just tried to produce that idea instead of making big sweeping changes. Which, as a small, self-funded team, is important for actually getting a project done in a timely fashion. I’m glad that the Greenbriar house looks both so recognizable and so very different one year on.

Posted in Art, Media | 5 Comments

Slabtown Grrrl Front!

Working on Gone Home has given us some really unique opportunities. For instance, due to the inclusion of classic Riot Grrrl music, our most recent trailer got featured by Rookie Mag and Bitch Media, which was really exciting for us. And even more awesome was the riot grrrl music fest we were part of in Portland this past weekend– Slabtown Grrrl Front!

GrrrlFrontPoster

We were invited by the organizers to show off the game at the venue on Saturday night. We set up in the back room with the art exhibits and merch tables. Here’s a shot of the area we set up at, which got pretty hoppin’:

GrrrlFront_PeopleOnCouch

We had one monitor for playing on, and a second video cable out to a TV. Attendees could play the game or just watch from the comfort of the couch.

We had a bunch of players try it out over the course of the night, including members of She’s Not Dead:

GrrrlFront_ShesNotDeadPlaying

…a band that played a kickin’ set after they tried out Gone Home!

GrrlFront_ShesNotDead_Onstage2GrrlFront_ShesNotDead_Onstage1

Katie Ofenstein, the singer for The Youngins, also gave Gone Home a try, and actually came back a couple of times to play through to the end of the demo. Dedication!

GrrrlFront_KatieOfensteinPlaying

And Lucia, one of the organizers who helped us out a lot with setting up and posting flyers around, also took some time to play:

GrrrlFront_Lucia

We had an awesome time showing the game and seeing the bands. We really want to thank Melissa, Lucia and the rest of the organizers of Slabtown Grrrl Front for having us, and everybody that gave Gone Home a try and shared their thoughts with us. It’s really incredible seeing people get their hands on the game for the first time, and get drawn into exploring the Greenbriar household. Participating in an event like Grrrl Front was definitely a first for us, and we’re proud to have been a part of it!

Posted in Uncategorized | 1 Comment

We changed our lightbulb

It’s been one year since The Fullbright Company officially came into being! And to celebrate, the lot of us are going to go out for drinks in a few. ALSO! Karla redesigned our Fullbright Lightbulb! Behold: subtle but meaningful updates–

2012 vs. 2013:

Fullbright Lightbulb 2012Fullbright Lightbulb 2013

Here’s to another exciting year! One in which we release a game…

Posted in Announcements | 5 Comments

GDC Roundup!

Alright, we’re back and we’ve caught our breath– time to give you the rundown on our first GDC as The Fullbright Company!

We had a great time showing people Gone Home at our IGF booth. We met so many smart developers that shared their thoughts with us. It was the first time Gone Home was out in a public place, so it was a new experience for us.

Want to see the booth in action? A photographer from the New York Times stopped by and grabbed this photo:

GDC NYT photo

You can read the full New York Times article here: http://www.nytimes.com/2013/04/01/arts/video-games/game-developers-conference-celebrates-indie-creators.html?pagewanted=all Indies are taking over!

I also talked to Tracey Lien from Polygon. It was an in-depth conversation about what Gone Home is, and what our aims are in making the game: http://www.polygon.com/2013/4/1/4168320/gone-home-fullbright-company

Speaking of chatting with folks, I sat down with Patrick Klepek from Giant Bomb and we gabbed about the game, the showfloor, and probably Patrick’s busted arm: http://www.giantbomb.com/podcasts/scoops-vs-hot-scoops/1600-454/

We were also honored to find that Paste Magazine included us in their 10 Favorite Games of GDC. Very honored, in fact, since they put us in the top slot on the list! http://www.pastemagazine.com/blogs/lists/2013/04/the-10-best-games-at-gdc-2013.html

Leigh Alexander had a very emotional GDC, and we’re proud to have been part of it. “When I played Gone Home I had the stunning realization that there could be a game for me.”  http://kotaku.com/why-i-cried-at-gdc-466130411

We had an amazing, incredible, unforgettable GDC. Thank you to everyone who came to the booth and played the game and talked to us and just reinforced all the passion and excitement we have for making games. Can’t wait til we get to see you all again!

AtGDCBooth

Posted in Press | 1 Comment