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)

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

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.

Project 1 development notes – week 4

This week was a little slow progress wide, much like the last, as I focussed slightly more heavily on our group case study project. I am also making considerations for my 2nd project which has drawn some of my attention away as I want to be prepared for when the time comes. currently considering putting my name out for sound design work for the animation or games department if needed, otherwise considering other ways I can complete a 2nd project that is client-based.

17/10/23

  • Hallways –
    • Hallway 1 –
      • Sounds –
        • Grandfather clock (functional? (as in ticks 60 seconds for 60 minutes then dings for the hour))
        • Candles
      • Effects –
        • Long reverb on the sounds coming from down the corridor but short reverb on things either side of you to help visualise the size and the shape of the corridor.

>beginning of re-formatting plan into an asset list for specificity, what the sound should be, how I might record it, what equipment might be needed.

21/10/23

>The current asset list will be posted below

Asset

wood snap

Narration + breathing

footsteps on stone

clock ticking

candles/fire

debris and dirt falling

material/friction

insect+vermin sounds

clay pot clatter

tree rustle

footsteps on wood

wind sounds

Method

Break sticks in woods

Studio/home recording ‎

Record walking in paved area (garage?)

online asset / recording

online asset / recording (buy from shop record burning)

use foley room to record room sound of dirt/pebbles falling

studio/home record

sound library ‎

Foley room (if pots inside, otherwise sound library)

recording in forest

record in foley room on wooden boxes ‎

[unsure as of now]

Equipment

Zoom h4n

Shure MV7 or other condenser mic ‎

boom pole + Rode NTG4 blimp + mix-pre3

internet/asset website

Zoom h4n

foley room + condenser mic ‎

foley room +zoom or condenser mic

internet/asset website ‎

foley room + condenser + dynamic mics

zoom h4n or Rode NTG4 blimp +mix-pre3

foley room +condenser mic ‎ ‎

[unsure as of now]

>The thought to record breathing made me think that it would be fun to convey the twist subtly by having the companion stop breathing but continue talking at some point during the game (and maybe the way they talk changes, such as slurring words more often or stuttering on new words

22/10/23

>having just realised I never made a digital UI layout concept I created one and it will be placed below

>for clarification, “menus” would include audio options such as the previously mentioned “mono” option and the ability to close the game

>Posts have been enabled to automatically publish at 1:30 every monday to induce more pressure to update the posts more regularly

Project 1 dev notes – Week 3

This weeks blog post highlights the beginning of my planning process for what environments I will need to build my sound design choices around, as well as a few general notes around how I feel about the current iteration of the project. It also contains a rough timeline for when I need to complete each “section” of the project (planning->execution->Mixing/Mastering->review)

09/10/23

>Bibliography section created and begun

>Suggested that I make learning objectives more specific – mention binaural sound as it seems to be very relevant to the concept and objective of the project

>Planning stage for sounds: conceptualise some environment – work out what sounds you would expect to be coming from those environments – work out ways to record or produce those sounds (foley, location recording etc) – organise those sounds within a pro tools project as its what lecturers are most familiar with

>3 weeks for planning (by 30th October/2nd Nov) – 3 weeks for recording (completed by 23rd November) – 2 weeks for editing and putting together the project (completed by 7th of December) – 1 week for reflective summary and editing of blog for submission deadline (complete by 14th December)

>privately I fear that the initial concept of an entirely sound-oriented game in which navigation, story and gameplay are all entirely sound-reliant has been lost completely but I remind myself that the experimental nature is not what is being tested through this assessment and it is simply my technical abilities for creating the necessary sounds to fulfil a concept that will decide how this assessment goes

12/10/23

>Word document created and structured to contain my concepts for environments and what sound and effects need to be heard to sell those environments, current progress will be placed below, any additions put under the other days they were done

  • Constants –
    • Panning of narration to the right-hand side (with options to have narrator/companion as a Mono sound source for people with auditory issues)
  • Basement –
    • Sounds –
      • Wood clatter from fall, dust falling, slight wind/air blowing through, everything reverberating heavily, stone walls. Stone floor too .slight stinging sound (strings) from the pain of the eye injury (also plays into typical Horror music elements), maybe rat scurry so rat noises and tiny footsteps, maybe some clay pots or wooden barrels tumble. The occasional insect sound (cockroach inspired).
    • Effects –
      • Constant reverb (with slight echo/feedback)
  • Study –
    • Sounds –
      • Candle/fireplace crackle, slight wind blowing through, paper blowing lightly, open window allowing rustling trees and occasional owl or bat calls to be heard.
    • Effects –
      • Light reverb for small but tall room

Project 1 dev notes – Week 2

After our first tutorial session the concept has gone through several iterations as my ADHD addled brain jumped from idea to idea exploring as many possibilities as I could before pressuring myself into committing to a doable and fun idea, which hopefully I will have reached by the end of this weeks notes.

02/10/23

>medium – VR would be ideal for immersion & aid in creating sensory deprivation -> maybe introduce aspects of affect theory in execution -> definitely worth exploring as a personal project, maybe too complex for a few month project

>in the event I explore VR further or want any examples of audio led games, Tutor Emily recommends Steve Fisher in the Alfred Tennyson building as well as possibility of using a binaural microphone from media loans for the spatial audio

>Emily also recommends listening to the Patrick Strickland adaptation of the audio drama “The Stone Tape” as well as “Berberian sound studio”

>consideration must be made as to how it can be condensed into something digestible such as a showcase or trailer

>The tutoring sessions brought questions of what the actual horror element of the game should be as my concept had mostly just been based around the player being unable to see, which wouldn’t be a horror experience for every person. – something I address slightly further into the week

>Another question Emily asked of me was “What would the learning outcomes of this be?” which was an excellent question (again addressed later in the week as it gave me a lot to think about), as well as asking for a clearer idea of what the game would be and how it would be presented.

Affect Theory concept

>I had considered using the knowledge I had acquired during our study of affect theory and applying it to this project by surrounding the player who, in this case would be wearing a VR headset, with speakers which would play variations of the sound of the environment they are in to allow a more immersive experience for moving from place to place as well as allowing them to inspect the sounds made by their surroundings by physically moving themselves closer and feeling how the sound interacts with their actual physical body, which is something that’s missing from games that are played using headphones or just speakers attached to a monitor (a practice that has long been used by cinemas and been adapted to home cinema setups for consumer use), however this would require a significantly higher amount of time and skill that I do not have, so It will be left on the backburner to perhaps be used on a side project in my own time.

>Emily questioned how this would affect the players ability to move within their environment and whether I wanted to create an environment that would be dynamic enough to account for the player positioning or whether I wanted to create an experience that depends on the player being specifically positioned/do I need full control of where they stand? – which also brings questions of what kind of room this setup would work best for

07/10/23

>I am now envisioning a text-based game in which the environments, rather than being described, are presented through sound, much like a d&d campaign (with players having the option to ask questions about their surroundings) perhaps there is a companion they can ask questions to regarding their environment and objects within. This will also allow a turn-based gameplay system which could help build tension in the altering of the surroundings of the player. This avoids the pitfalls of requiring a VR developer who knows how to create a VR game (first person perspective) with no visual elements.

>companion should be another character who fell with you, who you then must help along as they are injured and cannot walk. However they can see while you cannot

>Plot twist at the end they had been dead the whole time and it was a creature that then kills you.

>In terms of plot, the player character wakes within a cold basement of an old mansion, hearing their friends call down to them before hearing them all die

>Small visual elements – illustrations for the player character touching objects as well as kicking off the events of the game (in contact with illustration students interested in taking part) – in terms of the images for some larger objects they will be roughly in the shape of a hand to show that the main character is using their hand to determine how they believe the object looks rather than just showing the object in its entirety, also giving a clearer idea of scale comparison between the player and the object

>Simple UI layout has been put together in my notebook which I can show you during our tutorial session and I will update and adapt it as I go.

>Thinking that instead of allowing the player to type whatever they like into a text box, which would require me to then create a set of parameters preparing for typos and ways to guide the player into certain answer, they will choose from a list of option instead, maybe with the player being limited to picking a certain number of options per zone to encourage progression and multiple playthroughs (might necessitate multiple endings depending on the options chosen), as well as allowing voice acting of the companion character to take place, adding more elements to the soundscape/design.

Learning Objectives – Drafts

>Develop an awareness of common practises for conveying proximity using sound in entertainment -> build the skills required to convey position within a 3d audio space

>strengthen sound design skills to a more professional standard -> need to specify a skill and be more clear about the areas to work on -> could be developed into 2 more specific areas

>Develop sound recording understanding and applicational skills to a professional standard

>Demonstrate an understanding of 3 key methods used in professional game sound design

>Provide 3 examples of why the medium chosen was appropriate for the project I pursued (less of a learning objective and more of a personal goal)

Project 1 Dev Notes – Week 1

For a while I have been thinking about creating a sound-based horror game in which you play as a blind character who must use the sound of the environment they’re in to navigate to their survival. Below I’ll place the notes I made during the lectures and the pre-planning – planning – development process

25/09/23

>Game (blind game/art installation depending on execution) – If there’s no physical game then sound assets & uses for the concept is a valid option, but with the caveat that quantity will be more heavily scrutinised

>Could make in partnership with a games student (Maybe ask Luke once idea is more fleshed out)

>Can work in groups of 2-3, let Luke know within first week to set up the division of labour

>No minimum/maximum quantity or length but must be ambitious & developed into portfolio material

>Research may contain analysis of academic texts

>Present learning outcomes: type of knowledge – quantify – key skills – coverage (check lecture PowerPoint for context)

28/09/23

>Blind – could be good as a multiplayer game where another player has to guide you (co-op)

>Will likely need to be single player for project to cut down on dev time

Possible settings

  • Forest – Readily available for recording ambience – snapping twigs would be good indication of danger – environment’s a bit samey
  • Cave – Offers good opportunity to explore environment with lots of reverb, could prove difficult to deal with and might be too disorienting
  • Building of some sort?:
    • Hospital – maybe too much machinery and surfaces too similar, might make navigation too hard
    • Mansion – much more opportunity to explore different surfaces for walking on, if older with wooden floors/ceilings then reverb and movement can be interesting to explore in terms of sound design.

>Older buildings provide opportunity for rooms with creaky floors with holes in them, allowing for greater variation in sound design and fun challenges, considerations for how to convey these through sound

29/09/23

>How to convey elevation? (might be worth doing more research on before attempting)

>LPF on audio coming from different floors, reverb for distance (wet/dry mix getting dryer with proximity), HPF when at staircaise with more reverb to emphasise room size