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)
- Sounds –
- 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
- Sounds –