Week 7:
Sound Bible

Tuesday 15th  - Wednesday 16th March 2022

WEEK 7 -

TO DO: CREATION OF SOUND BIBLE

 

PURPOSE FOR SOUND BIBLE

We have now reached Week 7 (halfway through!) and we intend to focus the rest of our time on the development of Getaway. The last thing to 'design' is the Sound for our game. We have a distinct idea already for the sound design/direction for this project, but as we are working with a Sound Designer, it'll be important for us to give them as much detail as we can regarding what we expect from them and how we'd like it to work in the project. The purpose of the 'Sound Bible' is to outline exactly what is expected from our Sound Designer, including, how things should sound, what it will be used for and samples of existing music to use as reference or inspiration.

WHAT WILL I BE DOING?

During Semester 1, I did a lot of research into music psychology and composition to evoke specific emotions in listeners which I plan to use to my advantage and put towards a unique soundtrack for Getaway. I will begin by outlining the requirements for our sound design as it plays a huge part in the gameplay and has a major impact on the player. From this, I will provide samples of existing tracks/music to make the document a little clearer and to give him a bit of guidance with where to begin. It'll also be necessary for me to link my previous research pages which he can read through if at any point he feels lost or confused. As we don't have a lot of time, I am hoping to provide this to Harry within the next week.

GOALS FOR THE DAY

Create a detailed Sound Bible for our Sound Designer, to be sent around Week 8. 

PLAN FOR THE DAY

  1. Produce a Sound Bible for sound designer - requirements for design, samples of existing music, ambient audio/birds chirping etc.

WHERE DO I BEGIN?

THE SOUND BIBLE REQUIREMENTS

  • Google Docs to be sent to Kiera and Harry. (Allow for edit/comments)

  • Explanation of gameplay, what happens, where is music used?

  • Requirements for design - uniquely composed soundtrack, track to be split into layers, atmospheric sound in the background.

  • Examples of visual appearance/art style of game - this can sometimes help to create music that seems appropriate in a particular environment.

  • Link to research pages, previous music psychology research pages and 'sound direction' page.

  • Video/links samples of existing music and game soundtracks - little bit of info regarding what we like/dislike.

LINK TO FINAL SOUND BIBLE: 

https://docs.google.com/document/d/1eX_gA6oeIeafJ1AGzKcsXzP676sy9zLK60QrW32YM2k/edit?usp=sharing

NEXT STEPS

To keep to schedule, I plan to email the link to the Sound Bible document to our Sound Designer next week. From here we can get started on Sound Production and use the first few samples to test with! It's especially important for our project to be as effective as we intend for it to be, so testing with these elements will be vital. We must make sure the sound has the desired effect on players, which will be to evoke feelings of calm and lower heart rate. (We plan to monitor this through heart rates, testing and questionnaires).

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