Week 11 - Week 14
Project 4 - Game Audio
Siti Zara Sophia Binti Mohammad Reeza (0359881)
Bachelor of Interactive Spatial Design
INSTURCTIONS
Final Project - Game Audio
For our final sonic design project, we were to choose out of a list of gameplay videos (provided by Mr Razif) and make ORIGINAL audio for the game! Out of the list (which included the likes of Ori and The Will of Wisps among others), I chose the game Red Goddess: Inner World.
Through observing the video, I was able to identify and determine the sounds needed for me to make my game audio. I made sure not to watch the original gameplay with sound in order to create a product true to my interpretations of the game from watching the 1 minute video Mr Razif had sent. Based on that, I created my game asset list (see below) and was ready to record! My friend, Yun Yue, and I had booked a recording session in Taylor's at-home recording studio, so we made sure to coordinate and bring a bunch of items that could be useful for both of our game audios.
Original Video (No Sound)
Google Drive Link
GDrive Link: https://drive.google.com/drive/folders/10ZSLvPk5ok4nIp1XC9h6UCqla6eb5hJ_?usp=sharing
All related files and documents can be found in the GDrive!
Audio Storyboard
Storyboard Live Link: https://docs.google.com/spreadsheets/d/1sfEUTVyTxe__dvFnCUbVK1CwBpFpf9kNxCRDQlhuWf0/edit?usp=sharing
Audio Asset List
Unedited Audio
Edited Audio
Audio Journal & Sound Development
Sound 1 - Coins
To make the coins sounds, I grabbed a few of my 'Sparkles' audio and layered them before Pitch Shifting two of the tracks to create a more full sound. I used metal chopsticks to record this sound effect—I dropped them, clanged them against each other, played them like drums and more and chose the one most suitable for this particular sound.
Sound 2 - Mana Restoration
For my Mana Restoration track, I layered my 'Sparkles_02' audio track and similarly to the coins, I Pitch Shifted a variety of them and arranged them at different times to create a more interesting, resounding sound compared to the original. Similarly to the coins, I used metal chopsticks to record this sound effect—I dropped them, clanged them against each other, played them like drums and more and chose the one most suitable for this particular sound.
Sound 3 - Fire WHOOSH
My Fire WHOOSH track employed a lot of different sounds and techniques from layering, pitch shifting and using parametric EQs. I wanted a shaper, brassier which is why I used an EQ. To add more depth to the audio experience, I layered multiple sounds from sparkles, to fire, to wind, at various points to create a nice blend of audio layers. Finally, I used pitch shifter on some of the audio tracks to create more dynamic highs and lows within the audio.
For this, I used a plethora of sounds. Similar to the above 2 sounds, the sparkle aspect of the audio was recorded with metal chopsticks. Other than that however, I used a plastic bag and swished and crumpled it to create the fire-like crinkly sounds. The residual fire sound effect on the other hand was recorded with cellotape crumbled up together alongside me blowing into my water bottle (which was filled with water). The latter is what I used to also make the wind sound effect.
Sound 4 - Large Stone Rising
For the large stone rising, I wanted to convey something heavier rising from the ground (hence the name HAHAH) which is why I employed the use of audio layering—to create more depth, parametric equalisers—to make the bass more pronounced, and pitch shifters to make the sounds more deep, thus aiding in giving it a more ominous vibe.
The large stone rising sound effect was primarily recorded with my voice. I created a few deep, monster-like sounds to try and create that heavy feel for the sound effect. The other sound in this audio was me thudding against my couch pillow with various levels of power. I had a hard, medium and soft thud though for this audio, I primarily used hard and medium.
Sound 5 - Nature Ambiance
A stark comparison compared to my fire WHOOSH and large stone rising audios, I wanted this audio to be simple and subtle and to find beauty within those things. Thus, I used layers of multiple wind and self-made tree (aka paper) swishing sounds to create that effect. Then, I used a variety of parametric EQs to add variety to the sounds in order for them to still be unique when blended together.
For this sound effect, I primarily used the swishing and crumpling of regular ol' paper to create that trees rustling feel. Though, I felt as though it wasn't enough so I added on me walking on a thick, plastic bag (ones that would generally be reusable) to create a more deep leaves sound. Alongside this, I added my wind (me blowing into a half empty water bottle) and me swooshing my dress sounds to create a more present and occasionally more turbulent wind sound effect.
Final Audio
Final Game Video
Youtube Link: https://youtu.be/kbz8qKWThFA?si=FyDWCamN09GNTsCi
GDrive Video Link: https://drive.google.com/file/d/13nxdRlUJJpNa_6VLWbcFLoLn7aLznk3Z/view?usp=sharing
Reflection
Overall, I'm honestly quite satisfied with how my game audio turned out! It was especially fun experiencing what it was like to record in a studio environment and play around with trying to create different sound effects (like creating sparkles from metal chopsticks for example)! I faced quite a bit of challengers throughout—primarily, trying to make sure all my sound effects lined up with the video. I tried to rely on the video's surface-level timestamps first, just following the seconds, but I quickly realised that it wasn't reliable and that I needed to know the milliseconds to actually make my sound effects in line with the video. Unfortunately for me, Youtube, Google Drive, Windows Media Player, and Capcut all don't show milliseconds when watching the video—and even if they did (which was the case for Capcut), it wasn't measured the same way in Audition. So, to combat this, I had to download VLC Media Player and install an additional add-on in order to see the milliseconds of the video. It was a long and tedious process of trying to make sure EVERYTHING was aligned but I believe it ultimately paid off. I want to thank Mr Razif for being a very helpful teacher throughout this module and also some of my friends for their inputs on my various projects.



























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