this is my form for possible fx or other sound / music related things.
Most music sound people end up leaving shortly after joining due to the different approach to SFX then music. I would suggest looking at a creature (Spider Daedra for example) and create some sound effects for it and then post it here.
I'll work on that right now :).
This is about what I came up with :)
That sounds like it mostly came from your mouth with heavy reverb. We're looking for more realistic sounds. Imagine a human spider walking towards you. What sounds would you hear? Don't use reverb as it will mess up the engine reverb in game (double reverb). Listen to https://www.youtube.com/watch?v=GuTmfAkiuM0 and the spider sounds. Don't steal the audio, but just use it as inspiration.
-short inhale and exhale sounds (for idle animations)
-warning / detecting stealthed player sounds
-getting hit / pain
As a general rule, I keep the attacks and hits very short, around .5s or less - almost like a cough - because they play so often in combat. The inhales can be 1-2 secs, the stealth as well, and the deaths as long as you like
https://soundcloud.com/zevyn-1/sipder-deardra-sfx-demo-attem... little less mouthy. but still a bit rough.
The link doesn't work. Here are two examples of the Shalk creature made by one of our Sound Designers, Matt Vankleeck.
Pay attention to the layers and use of sounds and how they connect to each other. I hope this helps.
I took the time and showed this to my team, and they have the same feeling. It seems that you're just adding filters to mask and calling it a day. This isn't an attempt to be cruel. I just want you to understand that we require a more realistic, layered and thoughtful sfx. Take the time to analyze what a spider might sound like. Layer in sounds, body noise, mandibles, leg movements. Don't rely just on your voice and filters. We can try one last time, but take your time, as this is not a race. It's about quality. Listen to the audio I've posted in this thread (shalk creature) and get an idea and work from there. Plan out the SFX; then create it.
I hope this helps.