Development Notes – Final Week

As my final post of notes I’ll be rounding out any last minute changes as well as attempting to solidify any things I haven’t outright stated in any previous posts.

Last changes

following my last tutoring session on this project, I will be making some alterations to the sounds of the scream in the intro to make it sound more haunting, as well as actually uploading my fabled scene 3 as I believe it fits in well with the learning objective I had for conveying position in a 3d audio environment.

DeadFright and the market gap

During my research into the games industry, to see which games inspired my decisions, I stumbled upon a game called DeadFright, a kickstarter crowdfunded videogame designed in, seemingly, the exact same way I had envisioned my game being designed. To be clear, I discovered this long after I had come to most of the same conclusions around how an audio-based horror game should be designed. The game never got a full release, however there is a playable demo available on itch.io and the steam page is still up, implying that it is still being developed, but the kickstarter page hasn’t been updated since 2020 and it failed to reach it’s initial $21,000 funding goal, with it’s kickstarter campaign ending in November of the same year having reached only $2,193.

This game’s potential existence highlighted what is essentially a gap in the market for these kinds of games, as the people who’ve played the demo seemed to have largely positive things to say about the experience, and the few websites that wrote articles about the game’s progressing development seemed to be . I think it’s telling, though, how I, someone who actively plays a lot of video games and is generally very aware of interesting and innovative gaming experiences in development, only managed to discover this game by accident while researching how a game like this should be made. I think that what essentially killed this project was a lack of marketing. it has a twitter page with one post, which is just a link to the kickstarter page, a fairly barebones instagram page which seems to be built purely to direct people to the kickstarter page, a facebook page with a few posts, some of which that do actually talk about some aspects of the game besides the kickstarter page, but with very little engagement and only being posted directly to the page and without any visible attempt to appeal to any kind of audience, their website, which seems to no longer be operable, and their itch.IO page, which is about as barebones as you can get. Despite this seeming lack of attempt to attract people to the game, it did get positive responses form the people that discovered it, which begs the question of what could’ve been, had this game had more powerful marketing and financing behind it. The main developer, Jorge Orta, also seems to have dropped off the face of the earth after the final post related to the game appeared on their facebook page on the 5th of November 2020, although his linkedin page still lists him as the head developer and founder of the company behind it, Korta Interactive.

Construction of the Sound Library

In organising my sound asset library, I based my structure on an article from ASoundLibrary.com called “How To Create A Sound Effect Library”. In this guide, it is recommended that sounds are broken down into sections to make the desired sounds easier to find. to follow this, I separated the effects I recorded or downloaded into 3 folders, Field recordings – for the recordings I did in the West Commons, Foley recordings – for the recordings I did in the Foley room in the audio theatre, and Freesound.com – for the sounds I downloaded from freesound, with the file names unchanged as to retain all information left by the original uploaders. Within the 2 folders of sounds I recorded, the recordings have been separated based on the main object used in creating the sound e.g. “stick vs rock” went into “stick”, and from there the sounds, if there were a lot, were further divided, e.g. “Stick vs Rock” went into “Impacts”. This meant that if I wanted the sound of a stick being thrown at a tree I could go Field Recordings -> Stick -> Impacts, and I would find every recording I did of a stick hitting a tree.

Variation in project concept

There were various points in development where I lost focus and started to talk or think more about what the actual game would be like as opposed to what the sound should be, like debating control schemes and plot elements etc. Early on I also threw around a UI concept which obviously wouldn’t exactly be necessary in a game made for people who can’t see, and definitely wouldn’t be necessary for an audio project focussed on the sound side of that game instead of the visuals.

The Name

I named the project “Teneberis Tenebris” because, to be perfectly honest, I was messing around on google translate seeing what some words were like in Latin. I started with blind and somehow ended up on darkness, which came out as Tenebris. I then accidentally typed Teneberis in when reverse translating to see how it translated from Latin to English, as google translate has a bit of a reputation for spitting out strange translations, and it came out “You will be kept”. putting these two together you get “you will be kept in darkness” or “Teneberis Tenebris”, which I found to be a pretty apt summation of the games premise, as well as being a strangely nice title.

West Commons recordings

Below are a few example recordings from my field recording session in the West Commons. I would have liked to upload a full folder however WordPress doesn’t seem to have that functionality.

Branch Swing 1
Stick-vs-stone_Marker-20
branch-snap_Marker-04

Development notes week 12

In the last full week of work on this project I had to make some tough decisions to make this thing work. Ultimately I’m dropping off the 3rd “Scene” that I wrote because I simply couldn’t piece it together mentally, meaning I could focus more on the first 2 scenes I already had recorded and mostly edited, with just some mastering and other work left to do. Remnants of scene 3 will remain in the pro tools project still but it’s been essentially abandoned.

>Companion parts scripted and recorded, with bits of extra speech added to the intro to make it feel more involved.

>With dialogue added to Hallway, some of it has been reshuffled to give more space for speech

>Separating of effects for the library is almost done, after having put it off as it’s so tedious

Teneberis Tenebris Script

This is the script I have written for the parts of the companion character (voiced by myself). These are conceptual and, in the case of the 2nd and 3rd scene, don’t take into account reaction time for the player and simply illustrate the role of the companion. The intro is unique in that it has no bearing on layer action/isn’t there to prompt anything, just to tell the player that there’s another person there with them.

Scene 1 – Intro / entryway fall

*Monster screams in distance*

companion: What was that?

*floor breaks*

Companion: whoa (falling over into the gap in the floor, after the player has already fallen)

*falling*

companion: fuck, FUCK!

*companion properly falls after grasping the edge*

*companion hits the floor, a second or two after the player and coughs*

*end scene*

Scene 2 – Hallway

*standing in the hallway*

Companion: What now? (whispering)

*monster scream 2*

companion: we better hide, left or right? (hurriedly)

*player picks right (room with fireplace*

*companion grunts under pain of rapid movement*

Companion (after having entered the room and waited a second): this fire… it’s just been refuelled

*end scene*

Scene 3 – Kitchen hide (behind a shelf)

*echoey environment*

Companion (seeing the creature and whispering): It’s… here…

*creature walks past*

*companion breathes lightly*

Companion: what do we do? Run…? keep hidden…? any suggestions..? (leaves open an option for player to come up with a solution)

Draft versions

Here I will post some of the drafts of the pro tools pieces I’ve put together

Intro/Fall

Draft 1 – no speech

Draft 2 – with speech and panning

Draft 3 – extra speech and effects redone

Draft 4 – final pre-submission feedback

Hallway

Draft 1 – no speech

Draft 2 – With Speech

Draft 3 – final pre-submission feedback

“Scene 3” – Proximity/Location

Draft 1

Draft 2

Teneberis Tenebris – week 11 dev notes

Attempting to regain my footing in the last couple weeks of working has proven far more difficult than I’d hoped but I’ll do what I can

27/11/23

>I sent a 22 second WIP intro section to Emily

>She recommended I get feedback from other people and see what they thought was happening before adding any “narration”/dialogue

>Based on her feedback I have attempted to think more about what sounds you hear while you’re falling, but any research to that effect has produced nothing, besides the bing AI saying “the sound of wind rushing” as most searches talk about “falling asleep” instead of falling (thanks internet you useless heap of junk)

>Also halving the time of the fall to make it seem more reasonable, as well as adding some panning to the debris sounds and making the thud of the landing duller. I also need to switch out the debris falling sound for one without the glass pieces (bloody sandbox)

30/11/23

>Other 2 sections are piecing together: 2.Hallway with Grandfather Clock, leading with player and companion entering a room with a fireplace, 3. Player and Companion stand outside in the dark, sneaking around, with them moving into a bush to hide

>considering alteration around scenario for intro, where the scream, instead of being a person there with the player and companion, is a noise made by the monster to lure people in, which would mean faster footsteps

2/12/23

>using some time to catch up on the reading of some sources

3/12/23

>small updates to the Inspirations and Bibliography posts with new information

project 1 dev notes week 7-10

Matching my development plan, these weeks have mostly been spent recording, however I have fallen behind as my motivation dips and I struggle to keep on top of it

>10/11/23 – Booked out some equipment from media loans and walked out to the west commons, Recorded most wood/forest related assets, ended the day with 92 individual sounds to edit.

>15/11/23 – Booked some equipment and sound theatre/Foley room for some recordings. Slightly difficult with just me and my girlfriend to operate so exact asset number unknown as they’re not separated yet.

>wrote some small scripted dialogue and recorded in the studio

>Audio editing has begun, with goals to complete roughly 3 short 20 second sections, some dialogue recorded and edited, with different editing to demonstrate the different environments and have the assets edited and compiled on their own into a separate library

>as of 26/11/23 intro section has roughly 15 seconds drafted, meaning assortment of assets are in place and editing (effects work) has started

Inspirations

This is a page of some the games that inspire me to work in game sound, and what about them inspires me for this particular project

Left 4 Dead 1&2 – Sound motifs

The ‘Left 4 Dead’ duology is an interesting case study in stylish use of soundtrack and sound design to communicate with the player. These games are set in a world that has been taken over by a ’28 days later’ style flu, turning most of the population into rage-filled “zombies”. however, the way the game presents your interaction, your journey through the games story, is far different to how most games present the player. In Left 4 Dead, each campaign is presented as a movie, with each campaign being a movie, and each gameplay environment being its own chapter. Visually, it does this in many ways, presenting each campaign with a movie-style poster of the characters stood in front of the main environment of each campaign, with a movie-style name; they even attach a movie-style tagline on each poster. For example, take this below image of the loading screen for the :eft 4 Dead 2 campaign “Dark Carnival”

The soundtrack and sound design very much follow this theme, with the music using the same motifs with different instrumentation for each Campaign. For example, the title screen for the ‘Dark Carnival’ uses a theme that follows the same rough tune but using a horn and what sounds like a synth, accentuating the environment, whereas the ‘Dead Center’ campaign uses accordions and banjos for the same tune.

The gameplay consists of 4 players making their way, as a group, through an environment to a safe house, combating large hordes of the infected and occasionally facing “special infected”, which have some kind of mutation giving them special abilities. Each special infected has its own motif that is played when it spawns into the game, in keeping with the instrumental style of each campaign and, contrary to how most games will attempt to immerse you into their worlds, reinforces you into this position of being someone witnessing these events through a camera, as if a viewer in a cinema, in my opinion, this comes from a place of reinforcing the theme instead of the world. The theme of the games is one of the many things about it that makes it unique to so many other videogame experiences. The 2nd game especially commits to the theme, being extremely campy and using huge set-pieces and giving the characters more excessive personalities, having them tell little jokes and engage in banter between each other while gunning down crowds of foes, as if they were in a movie.

Rainbow Six: Siege – positional audio

Rainbow six is a tactical shooter series based on the novels of the same name by Tom Clancy, one of many series based on his works. Sound is a huge component in the Rainbow Six games, Siege especially as the sound of a player moving around is so heavily emphasised, being one of the biggest innovators for positional audio in the gaming industry, being one of the few shooter games to utilise shooting through certain walls, sound is very important for the success of any team.

In Siege, a small sound trigger by something as miniscule as aiming down your sights or leaning can be the difference between life and death. The attention to detail and desperation to present a realistic sound system is inspiring but also quite cautionary. Many have criticised the game for having a system too unintuitive for new player who are used to the more simplistic sound systems of other games, meaning the casual player can often become frustrated when a sound they thought was coming from a doorway was actually coming from the other sound of the wall and simply travelling down the hallway and through the door, much like a sound would in real life. it has also become rife with people who like to “sound whore” which is a fanbase term for abusing the sound system with high-end sound equipment, turned up to an unreasonable volume, to find players through walls. This also means that players with worse-than-average hearing or are unable to afford headphones that turn up to 11 are at a significant disadvantage, as they will be unable to hear or register the sounds of other plays, or may be unaware of the sounds they make.

Halo 3 – expressive audio

the Halo series overall is a masterclass in expressive sound, with my main inspiration coming from the sound design of the weaponry and player-vs-player interactions. In a particular fight between 2 players, the strategy of these players can be completely informed by the sounds the other players spartan is making. For example, when another player is using a plasma pistol, a highly controversial but extremely popular weapon in the Halo games for its ability to disable another players shields, it will make a loud charging sound, meaning the other player knows to keep to cover and keep their distance to prevent a shield overcharge-melee combo, a common tactic for shortcutting close-range encounters in Halo. at the same time, if one player was to launch a grenade into an area they are sure houses another player, the enemy player will make a recognisable grunt if hey are damaged, and if their shields break it will make a very loud snapping sound, letting the aggressor know that their enemy is at a disadvantage.

Another one of my favourite weapon sounds in the halo games is the activation sound for an energy sword, a weapon that, in most cases, will kill any player in 1 hit, which means that when you hear one activate nearby you are reminded to watch your surroundings and keep your distance.

Halo, like most competitive games, tries to utilise recognisable and distinct weapon firing noises to help further aid informing the player of what they’re up against and how to proceed. For example, the sniper rifle makes an extremely loud cracking sound, completely different from any other weapon sound, besides the alien sniper, the focus rifle, which makes a more electrified, synthetic version of the same sound, more like a ZAP.

This approach inspires me to make sure that danger is telegraphed in a proper way for the player to respond accordingly to make the gameplay experience as fun and engaging as possible.

Nine Inch Nails – Right Where it Belongs (version 2) – 20/11/23

Now this might seem like an odd one as it’s not a game or piece of interactive media or even an academic source of some kind whose methods I’m inspired by. Instead, I have placed this here as it’s very much the tone of this version of the song that’s inspiring my design process with the project/game.

DeadFright – 06/12/23

After reading “My Zelda Cane” I heavily dove into the idea of utilising auditory landmarks to aid in navigation of the environment. DeadFright was a blind accessible horror game that proposed using this very mechanic to aid in navigation, as well as sound beacons and contrasting 3D audio environments to help in informing the player of their whereabouts, another thing I set out to do at the beginning of this project for the same reason. In fact, it seems that this game is already doing everything I wanted to do with Tenebirs Tenebris, right down to eliminating visuals overall.

The game was still suposedly in the development stage at the time of writing, however there has been no information about the game released since november 2020

Project 1 dev notes – week 5 & 6

This week was spent largely reading in order to aid in my understanding of my undertaking and how I might better complete my task and project my concept.

28/10/23

>Begun my reading of ‘In Praise of Blindness’ by Arnheim Rudolf, notes form which I have updated into the bibliography post.

Week 6

>Week 6s progression was largely disconnected as I attempt to visualise the end product, and so most of my work went into source reading and taking note of what games inspire me.

Learning Objectives – Final

-build the skills required to convey position within a 3d audio space

-Learn to create dynamic soundscapes in accordance with industry standards

-develop an ability to create a cohesive set of audio artefacts to convey a concept, consisting of ambience, foley, voiceover, and audio effects (4 of the 5 main elements of sound design)

-Create a library of at least 30 sound effects, whether recorded or created