OST

OST stands for Original Soundtrack; a soundtrack can be vital to a game and how it immerses you. Some games may rely more on sound design, whereas games like the one we made is supposed to feel very overwhelming and have lots of different sounds mixed in.  

The soundtrack plan originally was for Henri to complete the whole thing, but as the project went on, we decided to mix a couple tracks each. So, the work doesn’t get piled up on Henri and the game will also have a more varied soundtrack. This also works with the collaboration element of this unit.  

The pieces I composed were a mixture of ambient songs I have already previously created but had never used in anyway, they were just sitting on my desktop. The track list (In alphabetical order of the composer) for the OST goes… 

  1. Violent Eno – Henri Brewer  
  1. Zed Leppelin – Henri Brewer 
  1. Don’t Go There – Theo Power 
  1. Welcome, I guess – Theo Power 
  1. Blue Velvet Tears – Theo Power  
  1. Warm River – Theo Power 
  1. Its All So Much – Theo Power 
  1. Explore – Theo Power 
  1. The Dancing Pig – Theo Power 
  1. Dun Dun Dun – Uniseann Mould  

For my tracks there are reasons behind their titles. Don’t go there is a detuned and distorted version of the next track on the OST ‘Welcome, I guess’. I did this as having a distorted and creepy version then juxtaposed by a happy and more ‘normal’ version is quite fun and a smart way to play with the viewers emotions. Don’t go there means do not come here, leave, which I think in the start of the game is quite apparent. As people are screaming, and the building is derelict. ‘Welcome, I guess’ is supposed to be a sarcastic title, taking inspiration from the satirical nature of the game. The songs ‘Blue Velvet Tears’, ‘Warm River’ and ‘The Dancing Pig’ were all made before this project started, I felt their names were appropriate and did not stick out too much. The song ‘Its all so much’ is a double entendre. The first meaning being the money and gold you find throughout the game, university is a lot, and with the cost-of-living crisis. It really is all so much. The other meaning is the fact that the game is a walking sensory overload. Constantly barraging the player with a wide array of sounds and visuals, making for an intense sensory experience. Which might be too much for some people.  

The soundtrack pieces I composed (bar from the dancing pig) were all made on Ableton live 11. The way I would record these pieces would be intentionally as simple as possible, to not overload the track. For all the tracks I would use a synth preset I thought fitted the sound of what I was going for. And would use the Valhalla supermassive reverb alongside it, to make it sound huge and magical. 

Conclusion

This project was a very insightful and enjoyable experience for me. Before this I had never worked in VR or anything to do with video games, so it was a big learning curve for me. Luckily, we paired up with Ana, who was our VR collaborator for this project. She was very open to ideas and made it a point to work with us sound arts students when it comes to the story, visuals, and everything to do with the VR aspects. And we did the same with sound, sending her examples, and what could be done with our abilities. Working with her was a very positive experience.   

Though there were lots of communication issues with the other sound artists throughout the project, I am still proud of the sound my classmates and I have created.   

One thing I would do differently would be to not take on all the work if people do not do it, I found myself doing this and it adds a lot of stress and overtime which I found rather tolling. For my next collaboration project, I want to have a clearer and stricter timetable with my peers, which I think could make it easier to get people to do the work.   

One thing I thought went well was the workflow between Ana and me. There was a mutual respect for each other’s craft, and we were both open to ideas for one another, which helped further both the sound and visual aspects of the game.   

Another thing I thought went well was the presentations and crits. I get rather shy when presenting in front of people, and can find myself avoiding looking at the crowd, or tripping over my words when speaking. The crits were a good way of putting myself up in front of my peers and people I respect, and to try and overcome that fear. Luckily it was not just me doing the presentations. So, I always had someone to bounce off during presenting. This made presenting in front of the class smoother. 

Overall, I am very happy with the final product, the skills I have learnt, and most of the collaboration experiance.

Conceptualisation of the game

I was ill during the first lecture of this unit, so I did not get to meet my group until I was added into a group chat. We planned a meeting for that week and Ana described to me the ideas of the game that the group had. One of those being a LCC themed horror game. We all clicked with this idea, as we all go to LCC, it would be very fun to see what it would be like as a horror game. In a group we all talked about what we thought the game should include, one of the first things mentioned was a satirical critique of LCC and the higher ups of UAL. Tom and I described the satire we should aim for in a similar way to a show like South Park (just less outrageous). What we mean by this is to poke fun at ideas and concepts but still have in impactful and clear message, like many episodes of South Park. 

Above some rough concept drawings by Ana, drawing out ideas that could be used in the game. In the fourth picture you can see ideas of money, food, books and posters. These ideas originally were supposed to be things we could poke fun at, money and posters. As a group we thought the idea of having posters that UAL used in a completely worn-down and abandoned LCC could be quite funny. As the posters are supposed to be supporting, everything else around it is nothing like the poster says. Which could very much be attributed to the real-life university experience.  

After a couple weeks of conceptualising the game ended up being less of a horror game, but being an abstract view of LCC, and its 3 schools, Design, Media, and Screen. The idea of an elevator popped up, in which you could walk into an elevator and go to these three floors. Each floor being one of the different schools within LCC. We still wanted to have the critical satire of LCC and UAL in the game, but it became less of a cookie cutter horror game and a more abstract interactive experience, which I personally think worked out much better than a horror game would of.  

Below is our idea proposal for our game that we presented to our lectures, this presentation has great information of the early stages of this game. 

Foley Editing

Foley editing is something I have experience doing in previous projects such as Sound for Screen. Though this foley editing job was much more straightforward to my previous experiences as we were only recording simple sounds such as footsteps, button clicking, and speaking.  

The foley editing was not my original job, but as it never got sent to us, after two weeks I decided to do it myself. The foley was all edited inside Ableton Live 11. I used Ableton as for some of the sounds such as the speaking, we wanted it to sound very odd and Ableton is built for experimentation.  

Something important to remember when editing foley, is what needs effects and to be messed with, and what just needs to be trimmed and eq’d. For examples, the footsteps were just edited and was faded straight after to make it sound clean. 

Meanwhile the speech in the game was transposed up and was warped (warp is a function in Ableton in which a sample can be warped to it stays in time with the sessions BPM, or unwarped so it is not quantised to the BPM of the session) I kept the speech warped, as the speaking glitched and tripped up over it self, creating a jarring sound. It was then transposed up +10 semitones, creating a high pitch, childlike voice. Here a snippet of the speech with no processing, here is a snippet with processing

One of the challenges I ran into while editing the foley was the fish sounds. We were tasked by Ana to make some fish noises for the game. Tom (one of the sound artists in our group) started to flick his cheek with his mouth in a O shape, making a noise like a fish. The issue with the sound was that I did not have the microphone turned up enough on the H5 recorder. So, in turn the recording was incredibly quiet. The issue is with this is that if you put the file into Ableton and turn up the gain on that file. You hear all the background hiss and noise, making the recording noisy and difficult to use.  

I started to try and cut down the excess noise by using an 8 band EQ on the sound, to try and EQ out all the high frequencies. This worked at first, but since there was so much background noise, it started to sound like you were underwater and the actual fish noise was being altered in a way I did not want.  

As you can see above, this is my effects chain for the fish sounds audio. I ended up using a built in Ableton plug in called ‘Remove’ which lets you have the ability to remove low, mid, and hi frequencies. I found this quite easy to use and ended up removing most of the hiss without ruining the fish sounds. I then used the Valhalla supermassive reverb to give more space to the fish sounds. Finally, I used a plug in built into Ableton called ‘Make It Loud’, which does as the name says. This gave the sound a boost in volume to match the over sounds in the game.  

Due to the foley not being mixed and having to do it myself, Ana put in some placeholder sounds while we were waiting. Some of these sounds are in the walkthrough, like the elevator doors, some of the sound effects and some of the NPC talking. Though most of the sounds heard were made by us.

Overall, I found the process of editing the foley very enjoyable and a fun way to experiment with editing and experimenting with the sounds that we recorded. 

Foley Recording

The foley recording took place in the composition/foley rooms in LCC. It was recorded by Tom, Matt, Henri, and I. We had a 3-hour session booked, but the first hour and a half was spent trying to figure out why no sound was picking up from the composition room. With only an hour and a half left we decided to go pick up a Zoom H5 field recorder, when arriving at the kit room I was also recommended to use the MixPre 6 kit. I rented both out and when trying the MixPre6 we were struggling with the interface. So we resorted to using the Zoom H5. I would like to get to know the MixPre6, as it seems like a great way to record multiple sources at once, especially when field recording.  

MixPre 6  

We used the Zoom H5 as an interface, for the microphone we used the Sanken CMS50 Stereo Microphone to record the sounds. This is a stereo shotgun microphone that was a dream to work with, due to it being very high in quality. The Zoom H5 recorder microphone is quite standard and is not best for high quality recordings, especially foley recording as over a certain gain level it produces lots of artificial hiss which can interfere with the recordings.  

The recordings we did were based off a list sent to us from Ana. This list was great as it let us work in a very quick and efficient manner. The great thing about foley recording is the fact you must think outside of the box constantly to create these noises. For example, we needed fire recordings, Tom grabbed a plastic bag and rustled it by the microphone. This was then manipulated in Ableton with a small reverb and slight transposition down. Techniques like this is what makes foley recording so fun, interactive, and creatively liberating. 

Final Crit – 22/5/23

Today we had our final crit/presentation, in which we were supposed to give a brief rundown of the game, and how both the VR and sound arts courses worked on it with examples.  

The presentation consisted of Ana (VR) and I only, which is a shame but as we did most of the work was not too bad as we both had the most context and information behind the creation of the project. The crit started off with Ana reading this text… 

“Enter this first-person virtual reality experience of ‘London College of Communication” and explore each of the three schools: Screen, Media, and Design. Stroll through the streets of the screen school city while running into students and otherworldly entities. Go face to face with greedy corporations in the media school and visualize the stars as music within the design school. Years and years of built-up tears, laughter, whispers, and stories buried deep within the layers of paint. Let us peel these off for you, layer by layer, chip by chip, and story by story. Immerse yourself into the universe of London College of Communications and its impacts on the world and its own students.” 

This paragraph gives a more nuanced and professional overview of the project and what the game entails. This felt much more enticing to hear compared to an off the cuff explanation of the project. It is much more put together and reads better then how our other explanations in previous crits were.  

In the presentation I showed examples of my atmospheres and ambiences I created for the game, including pictures of the equipment I used and the context behind the sounds and how they would be used. 

Creative sound work – Future Careers: Blog 9

As year two comes to an end I find myself thinking more and more about what I am going to do after year three. A masters would be interesting, but I feel a break would be beneficial for myself and my work. The future after university is scary, especially with the cost-of-living crisis and living crisis in London. It is near impossible to live in London on a graduate job salary. Especially as everything seems to be rising in price.  

My ideal job would be a film composer, I have practised scoring for film scenes and have done it for projects during my time on the sound arts course. Especially this year where I created my own score and sound design for David Lynch’s – The Alphabet, and Kurt Krens – 10/65: Self-Mutilation. I personally love working with film, I find it a good way to challenge myself as an artist by trying out different composing techniques. It also forces you to collaborate with other artists such as the director and writer.  

I find composing for film as the most fulfilling job when it comes to a day job doing something sound related. Throughout the next year I will be doing research into junior composing roles and graduate jobs that could lead to a position like that.  

Creative Sound Work – Visiting Practioners Series: Blog 8

The visiting practioner series is always a great source of education, whether it is hearing a new type of music, learning the techniques, or the biography of the person speaking. I get a lot out of the series. In this blog I want to talk about Audery Chen, who is a sound artist, vocalist, and sound artist who makes a wide variety of sound-based work, typically built around voice. 

Audery started of her lecture by giving us a 10-minute demonstration of her artistic practise. This performance was only comprised of a synthesiser drone and her voice, her voice had no processing at all apart from the mic amplifying her voice. Chen created a wide variety of noises and sounds just by using her voice. Here is a performance by Chen from 2007, in this performance it is just synthesiser, voice and cello. She is a trained celloist, but she said she has stopped using it in recent years. In this video you can see the wide dynamic range of her voice and what sounds she can create.  

Chen inspired me and this project not necessary in the case of sound, but more in her method. In the talk Chen says she does most of her recordings in one long continuous take. After the recording she will then edit and think of titles and such. I really liked this approach to making music. As it feels a lot freer and more improvisational. This is also a great way to capture moments and ideas you wouldn’t have if you were not recording.  

This gave me the inspiration to try and make my piece ‘Stella Dancing into the Starlight’ in as little takes as possible. In the creation of the piece, I would take random 10 or so second sections of the song ‘Stella by Starlight’. I made ‘Stella Dancing into the Starlight’ in two sessions. The first session was improvising with the samples by using different effects and transposing them to different pitches. And getting what would be ‘Stella Dancing into the Starlight’. The second session was a more focused look at the piece, editing certain parts, mixing and mastering. I really liked doing this approach to recording and creating. As it made the process feel less clinical and more open and freer. 

Bibliography

www.youtube.com. (n.d.). Audrey Chen – concert from MÓZG. [online] Available at: https://www.youtube.com/watch?v=UvuZi9vpfxo

Creative Sound Work – Conclusion: Blog 10

This project was a big undertaking for me, I had never written an essay over 2000s words, and up to this point never even knew what a literature review was. So, there was a lot for me to take in. Personally, I work better in practical work instead of more written work, but I thought this project was a great learning experience for me, and gave me a better understanding of academic writing, long form essays, and Harvard referencing.  

The creative sound project was so much fun, I’ve always enjoyed sampling records, whether it is to create something in the vein of plunderphonics, techno, or ambient music. I find the possibilities with sampling endless and very inspiring. When I decided to write about magnetic tape in my essay, and also write a chapter on hauntology. Doing a sound piece that relates to both was a no brainer. This also gave me an excuse to dig deeper into both The Caretaker, William Basinski’s, and (for the essay only) Daniel Johnston. All three of these artists have decade spanning careers with many interesting albums and concepts. Researching into concepts such as hauntology, and memory made me consider looking at writing about this for my dissertation. The idea of ‘Hauntology: The Representation of Memory in Sound Art?’  

Overall, this project was great, the heavier workload and more literature-based work was a big learning curve for me but has prepared me for what year 3 will be more like. 

Creative Sound Work – William Basinski: Blog 7

William Basinski is an American ambient composer, most known for their use of tape loops and their album series ‘The Disintegration Loops’. Basinski started composing ambient music during the 1980s with his first album ‘Shortwavemusic’ being recorded in 1983, but not being release till 1998. He rose to prominence in 2001/2002 with his series of albums ‘The Disintegration Loops’ which was series of 4 records. Basinski finished recording the album on the date of the 9/11 attacks, he was living in New York at the time and was greatly affected by it. The albums are comprised of reel-to-reel tape loops Basinski recorded 20 years prior to ‘The Disintegration Loops’. While transferring these tape loops to his daw to preserve them, he found the tape started disintegrating. He made the best of out of this situation and recorded the whole tape playing until all the sound had dropped out. 

The Disintegration Loops where a big inspiration of my piece ‘Stella Dancing into the Starlight’. The idea of a loop slowly disintegrating over time is very fascinating to me. It is a great exercise in time and how time effects music and sounds, just like how time effected Basinskis tape loops. Disintegration in music also has an emotional tie, like with the disintegration loops and its ties to 9/11. The sound of the tape crumbling and disappearing is like how the twin towers both disintegrated and crumbled. That is why the disintegration loops are so emotional. Disintegration also works with memory, the dropout in tape can be used to represent medical disorders like amnesia and dementia. 

For the track I meshed the sample based ambient style of artists like The Caretaker and the disintegration technique of Basinski. 

Bibliography

www.youtube.com. (n.d.). William Basinski – The Disintegration Loops. [online] Available at: https://www.youtube.com/watch?v=mjnAE5go9dI&t=38s.