Hot Wheels: Worlds Best Driver: The Video Game

Sound Design
Music Editing
Music Integration
VO Integration
Hot Wheels? Never heard of 'em. Is it the Pokemon?
It's not Pokemon. It's Hot Wheels. Early on I knew this game would do well with the younger set. It's not terribly complex but it is crazy over the top with stunts and extreeeeem gameplay elements. You get my drift?
My son absolutely LOVED this game when I was working on it. He's bouncing around me right now that I'm finally putting together it's game page, looking at all the screenshots, wondering if he can fire it up RIGHT NOW...!
It's not Pokemon. It's Hot Wheels. Early on I knew this game would do well with the younger set. It's not terribly complex but it is crazy over the top with stunts and extreeeeem gameplay elements. You get my drift?
My son absolutely LOVED this game when I was working on it. He's bouncing around me right now that I'm finally putting together it's game page, looking at all the screenshots, wondering if he can fire it up RIGHT NOW...!
On second thought, lets not go to the Test Facility, it is a silly place...
You know, when you see those big vertical loops in that shade of orange...there's something comforting that you'll be ok driving on it. Something from your childhood that says, if it's orange, it's cool! And if you crash it'll be pretty spectacular. HW:WBD lent itself to crazy stunts and bizzarre challenges, like pushing missiles off a carrier deck or racing a large snowball. |
So not only was I charged with creating a wide range of vehicle engines (look ma, no middleware ....>_<) but also a bunch of crazy, larger than life props that you would either race against or try to dodge. Things like the large snowball, a bullet train, a damn jet.
Different terrain types, dozens of pickups and checkpoints, a pumping soundtrack, all had to be mixed for the right amount of feedback/immersion. Then they went ahead and turned the soundtrack louder. That's ok. Silly publishers... |
It was nice to be able to design engine sounds that didn't have any real world counterparts. Yeah sure, I had to make sure a snowbike sounded like a snowbike, and a monster truck sounded like a big ol' monster truck. But the majority of HW cars are typically prototypes, or cutting edge, crazy designs. Then I'm just designing to the "feel" of the car and how it handles vs trying to mimic gear ratios. Challenge here was keeping some realism to help ground things when needed.
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This yahoo lives near me. He let me do a workup on his big rig here and is the base sound of all the monster trucks in the game. Ya Hoo |
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