Personal Reflection

In this section of my blog you can read about my personal experience with the project and my opinion of the finished product.

My role as sound designer and composer involves a number of things:

Sound Designer:

  • Create sound effects, atmospheres, sonic textures and ambiences that will create naturalistic and abstract worlds for the game’s story
  • Record Dialogue, edit and mix together in post production

Composer:

  • Record, edit and mix relevant music for each sequence
  • Have an understanding of musical history

I believe that throughout this project I have lived up to the role of a sound designer and composer. I have used my knowledge and technical skills to create realistic sound effects, record good quality dialogue, and compose a musical score for the game that compliments the style and adds a quality to the game.

Aims:

  • Develop the sound of the game to give the player a thrilling experience
  • Discover and research into the game’s target audience
  • Research into how music can add to the experience of playing a game
  • Research different foley and sound effect recording techniques.

 

Objectives:

  • Record dialogue to a high quality and insert into cutscene
  • Record three music tracks to a high quality and insert into cutscene
  • Record sound effects to a high quality as per Amelia George’s instructions

My main aim in this project was to design the sound for a game that not only complimented the style and story of the game, but also gives the player a thrilling and chilling experience. I believe that I accomplished my aims in this project. I have gained a huge amount of knowledge from completing this project. The music and composers that I researched into while composing have opened my eyes to new concepts and different ways of approaching composition. The knowledge I gained from the book A Complete Guide to Game Audio has given me some essential advice on recording techniques, and creative processes.   I have completed all of my objectives to a high standard. I planned to complete all of them by the end of April, which I managed to do minus a few extra dialogue lines that needed recording. Planning the project at the start was essential. Without planning I would have been all over the place, and although I left plenty of time for any complications, I managed to get all my work done on time.

Week 1 – 20/01/14

  • Crate Blog and speak to Amelia regarding sound requirements

My blog was created this week and after a chat with Amelia, I had all the information I needed to make a start on the project.

Week 2 – 27/01/14

  • Listen to Amelia’s examples of the music for the intro sequence

I listened through Amelia’s examples, which gave me some great inspiration for the compositions, but I also looked into some other games and composers from the Victorian era in order to widen my knowledge.

Week 3 – 03/02/14

  • Discuss the project with David McSherry in tutorial

I discussed the project with David in my tutorial who was happy with my plan. I was very excited about this project, as designing sound is more of a hobby than work, so I was eager to get stuck in from the start.

Week 4 – 10/02/14

  • Research composers in Georgian era.

I found some great composers such as Johann Strauss and Claude Debussy. These composers gave me some great inspiration and lead me to compose my music pieces for the game with a similar style to theirs.

Week 5 – 17/02/14

  • Record Dialogue with Ashley Lewis on Thursday 20th February
  • Edit and mix dialogue together

This week I recorded the dialogue and sent some examples over to Amelia. Amelia said that there was some more dialogue to record so I set up another session with Ashley Lewis. Ashley was very busy around this period, so I had to organise the recording closer to the hand in date.

Week 6 – 24/02/14

  • Research music in games
  • Look at composers in Georgian era and put together a plan for the opening and closing sequences

I looked at the example games Amelia had sent me and started to get some good ideas for the compositions. I made a plan of what instruments I would be using and how long each composition needed to be. I also met up with Amelia to discuss the project and ask a few questions.

Week 7 – 3/03/14

  • Record music for opening and both ending sequences.
  • Edit and mix music.

This week I recorded the music and sent examples over to Amelia. After a few changes of tempo she was very happy with the compositions.

Week 8 – 10/03/14

  • Research into game sound effects and foley
  • Record sound effects, edit and mix.

I read through A Complete Guide to Game Audio for some inspiration and techniques for recording sound effects. I looked at different foley techniques and started to record some of my own sounds from around the house. I also popped into the library to get some sound effects that I wouldn’t be able to record, such as the horse and cart and horse neighing.

Week9 – 17/03/14

  • Complete final mixes and send to Amelia for integration into the game.

As Ashley was still unavailable to record the dialogue, I couldn’t finish off my final mixes, although I did make a few minor changes to the compositions after a chat with David McSherry. This week I

Week 10, 11 and 12

  • Weeks 10, 11 and 12 are left free for any adjustments or changes that need to be made.

As I had my dissertation and R&D case study to complete, I hadn’t done much for this project as it was almost complete and I had plenty of time to spare. I finally managed to arrange another dialogue recording session with Ashley on the 5th May, a few days before the hand in. The recording took less than an hour and not much longer to edit and mix, and my project was complete.

 

Overall I have thoroughly enjoyed this project. If i were to do stuff like this for the rest of my life I would be a happy man. Because of my passion for sound designing and my interest in game and animation audio, I was always researching and completing little sections of this project. I believe that the plan I made for the project at the beginning was essential for me to keep up my progress week by week. Without my plan I would have faced problems with recording and the timing of the project. The only issue I had with this project was the re-recording of the dialogue, as Ashley was unavailable a lot of the time. Looking back, I should have had a backup voice actor ready to record if anything went wrong.

 

I have learnt a lot throughout this project that will help me in my future career. Through the research I have done, I have a better understanding of the game industry and how it works. I have achieved what I wanted to achieve in this project, and have faced no big problems. I learnt in my last project just how important planning and timekeeping is, and it really paid off in this project. I am really looking forward to seeing the complete game, and having a play through myself.

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