Sonic Design / Final Project & E-portfolio

21/06/2024 - 26/07/2024 / (Week 9 - Week 14)
Derin / 0354969 / Design in Creative Media
VSA 60204 / SONIC DESIGN
Final Project & E-portfolio



INSTRUCTIONS

   

Final Project & E-portfolio - Individual (40%)
A) Final Project – Game Audio – 30 %
Students will given a choice of game play video. They will then need to create the sound and bring the game to life. Students will have to plan and organize their studio recording session for Foley and voice recording. They will also have access to the portable recorder if required.

B) E-Portfolio - 10 %
Students describe and reflect on their social competencies within the design studio context, supported by evidence. Reflect on how to empathize with others within group settings, interact positively within a team and foster stable and harmonious relationships for productive teamwork. The reflective writing is part of the TGCP.

Deadline:
Week 14


FINAL PROJECT

We were given multiple choices of game play videos by Mr. Razif. I chose Hollow Knight as it's the game I'm most familiar of, and that it looks the most doable in my opinion.


Fig 1.0 Hollow Knights game play with no audio


Audio Asset List

I started by creating an audio asset list with my friend since she als chose Hollow Knight. We used an Excel sheet to record each timestamp for when a sound effect could be applied to the gameplay. The columns are separated by 'Timestamp', 'Sound Description', 'Duration', and 'Notes'. Afterwards, I categorized the sound effects into different categories such as 'Characters', 'Bugs', etc.


Fig 1.1 Excel Audio Sheet


Sound Recording

Sir advised us to try recording the sound effects at home first to determine which items would work well. I experimented with various household items, such as my leather shorts, glass, fork, plastic bag, wet tissue, and more.

Afterwards, I reached out to Mr. Razif and booked the studio along with my friends to record the sounds. This is so that there's no white noise in the audio recordings, and have a clear sound. Each of us brought our own objects to create the sound effects. I brought the items that I had tried at home and found to work well as sound effects. Me and my friends shared the audio recordings we recorded together.

Fig 1.2 Recording Studio


Fig 1.3 Final Audio Recordings

 I had decided to use some of the recordings I did at home, since there were background noise, I adjusted that first. using DeHummer and DeNoise.

Fig 1.4 Background noise

Audio Editing and Manipulation

Characters

I started with the ones in my list, the Character: Character walk, Character jump, Character land, Character land on bug, Character clothes shift, and Sword slice. I color coded them :3

Fig 2.1 Timeline tracks

I layer the character movements with some clothes rustling from my leather shorts and played around with the Parametric Equalizer. I stretched some of the clips to have the pace adjusted accordingly.

Fig 2.2 Effects Rack for footsteps

For the footsteps, I had cut off some of the audio that doesn't match the overall sound and merge them together. Afterward, I played around with the effects; I like using the Beefy Snare which is one of the presets in Parametric Equalizer. I also lowered down the pitch of the sound effect.

Fig 2.3 Beefy snare

Bugs

As for the bugs, I did a LOT of experiments because none of the sounds I made sounds like it's from a bug, especially for the buzzing sound. I had used zippers and different surface materials but it couldn't replicate the sound of a bug buzzing. That's when I tried to use the Chorus and Echo effect on the bottle of pills being shaken, specifically the Robotic Bee Attack preset with a bit of tweaking. I also added the bug spraying for the hissing.

Fig 3.1 Bug Buzzing sound effect

There's also the bug death sound effect, I used the sound from a wet tissue being squeezed in order to create this sound. Afterwards, I used the Vocal Enhancer preset to enhance the sound.

Fig 3.2 Bug death sound

For the bug walking, I used the pills packaging and rummage it around. Since I did this at home, I had to use DeHummer and DeNoise to remove the white noise. I also did the same thing for the bug getting hit sound since it was recorded at home using the squeezed wet tissue.

Fig 3.3 Bug walking

Items

Next for the items, it took a while to figure out to create the electricity. I used the Flanger and Pitch Shifter for the effects for the pills in package sound and layered the electricity sound effect together to have it continuous.

Fig 4.1 Electric Layering

Fig 4.2 Electric Effects

For the other effects, such as the coin sounds, I created the collecting coin sound by recording the sound of water droplets falling when I squeezed a wet tissue. There was a tiny droplet sound, which I then enhanced using the Pitch Shifter and Chorus - Tiny Pebble effects.

Fig 4.3 Collecting Coin Effects

For the uncollected coins, I used the Parametric Equalizer - Vocal Enhancer, Reverb - Resonant Room Modes, Pitch Shifter, and the FFT filter - C Major Triad.

Fig 4.4 Uncollected Coins Effects

Next, I layered together the scattering coin sounds to make them overlap and create a continuous sound effect. I chose the parts where the thud isn't really heard so that listeners could focus more on the coins.

Fig 4.5 Scattering Coins layering

As for the mining stone and breaking effect, I used the same effects.

Fig 4.6 Mining Stone and Breaking Effects

For the rest of the sounds, I didnt use effects on it. It is mostly layering and trimming to to have them at the right time and pace.


Audio Syncing and Compilation

After creating all the sound effects, I brought them over to Premiere Pro. I synced the sound effects to the Hollow Knight game play video. After putting all of them together, I gave it a listen and found several issues with the sound effects. Some of the sound effects doesn't go well together such as the jump and land sounds, while on the other hand there were sounds that clashes and needs a different one. So, I took note of them and adjusted them accordingly.
 
1. Electricity build up and need to sound crazier
2. Walking, jumping, and landing doesn't sound good together
3. Need bug DMG effect
4. Sword slash sounds off

Fig 5.0 Syncing the sound effects and fixing them accordingly


Final Outcome

After the adjustments, the video is final, here is the result!


Fig 5.1 Final Outcome for Final Project

 

Audio Journal


Fig 5.2 Audio Journal



REFLECTION

In this project, I was pretty happy to work on Hollow Knight because I knew the game well and felt confident it was doable. I never knew fun and meticulous could ever go well together but I had a great time recording the timestamps and descriptions for potential sound effects in the time-sheet, categorizing them into groups like 'Characters' and 'Bugs' and whatever. It was also fun to experiment the sounds at home with various household items, such as leather shorts and wet tissues, to find the best sounds. It was also exciting to record in a professional environment and avoid white noise. Each of us brought our tried-and-tested items, and we shared our recordings. Editing though was both challenging and rewarding as I worked on character, bug, and item sounds. I had to redo them a lot and really it was all about experimenting for this module. Finally, syncing the sound effects with the game play in Premiere Pro and making adjustments brought everything together. It was a fun journey and rewarding experience. I think I can see myself using Audition willingly in the future for projects and stuff. Thanks for the lesson!