SONIC DESIGN | FINAL PROJECT: GAME AUDIO
2.11.2 025 - 4.01.2026 /Week 11 - Week 15
Sonic Design: Final Project
Loh Kai Xuan (0365780)
TABLE OF CONTENTS
INSTRUCTIONS
Week 11
For the final project, we are required to design and
produce original game audio for a given gameplay video
TASK 2
Chosen Gameplay Video:
Fig.1.1. Battleblock Theatre Gameplay video
Before starting, me and Te Li Wen worked together to create
a audio cue list since we both used the same gameplay video.
This also helped save alot of time since there was a lot we
want to record with the limited time. We split the recording
work.
Fig.1.2. audio cue list to be recorded
Recording
We then prepared the materials to record together in the
studio.
We used various everyday objects to record the sounds,
and improvise on the spot when needed. Such as using a
plushie to create the footstep on clouds sound.
Fig.1.4. Recording footsteps on cloud with
plushie
Since we decided to go for a more comedic and cartoon
approach, it was not easy to create those sounds from
scratch. So using our own voice was alot easier.
Storyboarding
To make the next part easier, I created a colour coded storyboard to mark which audio will be where. These are the main sound effects needed and I might add more during the editing if there's any I missed.
Fig.1.5. Audio Storyboard (Colour Coded)
Editing
To start with, I added noise reduction on everything.
And used dynamics noise gate to shut off the static at
parts that is needed. Most of the audio were edited on
their own tracks but some others that need multitrack
are done afterwards.
Alot of the audio were good to go even without much
editing, such as the stamping. A real stamp was used and
then i just exaggarated the sound with parametic EQ.
Fig.1.6. Creating the Stamp sound effect
Audio Journal 1 - Gem Collection
An audio I'm proud of is definitely the gem
collection. I really wanted to make it grand but
still fit in the game. I used the audio of the
kalimba we recorded in the studio.
Fig.1.7 . Kalimba
Fig.1.8 . Magical Effect Raw
Fig.1.9 . Gem Variation
I first copied the audio to new and cut out a few of my favourites takes. I then added the following: Echo, Reverb, Chorus. Using Pitch Shifter and variations of the kalimba, I was able to stack the audios in a away that it sounds like a fun, shiny Chime. In the final gem collection, I added one more note to the chime to make it feel like it's special.
Fig.1.11 . Gem Collection Mixdown
Audio Journal 2 - Teleport
This was a really fun one. I decided to use
the gem variation clip as well for this since
I found out that it sounds like a warping
sound when I add certain
modulations.
I added chorus to a long kalimba clip. Then
used phaser and flanger to create the wonky
audio. Paring with with echo creates the
sci-fi feel. This made it sound like a quick
teleport.
Fig.1.12 . Editting Short Teleport
audio
Fig.1.13 . Short Teleport
Audio Journal 3 - Crowd Cheer
This audio is used for both the checkpoint
and the ending. I stacked this audio to
make it seem like theres a crowd.
Using the different takes with both low
and high voice and chorus.
Fig.1.14 . Cheering sounds - Raw
Fig.1.15 . Crowd Cheer Multitrack
mixdown
Fig.1.16 . Crowd Cheer -
Editted
Audio Journal 4 - Explosion s
We wanted a simple explosion that
isn't over the top so we used a paper
origami popper. I tested the origami
at home to see if the sound works
first then rerecorded it in the studio
near the mic.
Fig.1.17 . Paper Popper text
recording
Fig.1.18 . Explosion - raw
Next I cleaned up the audio and increase the bass with parametic EQ to make it slightly heavier. I also layered the fire sizzle audio in. Pitch shifter was was also used to deepen the audio to make the explosion sound larger for the big explosion boxes.
Fig.1.19 . Explosion
multitrack
Fig.1.20 . Small Explosion -
Editted
Fig.1.21 . Big Explosion -
Editted
Audio Journal 5 - Player Jump
- Hot Stone
This was relatively simple but I
liked how it turned out. The fire
sizzling was recorded by rubbing
Polystyrene Foam. I utitlized a
more aggresive part of the take to
do the jumping sound effect. It
sounds similar to putting a raw
steak on a pan.
Fig.1.22 . plastic foam
Compiling
After all the sound effects needed are completed, I moved on to compiling. My adobe audition kept crashing or freezing even after separating into multiple parts. So I only used multitrack to combined short sound effects.
Due to the deadline being 2 days away, and not enough progress could be done on audition. I decided to rely on adobe premiere pro to compile the audio and edit the left right channels. It was much more smoother though i still had to split it into 3 parts.
Lastly, I adjusted the overall volume to be louder as I realized it was too soft even at 100% volume once I removed my headphones.
➤ Back to top ✮♱ ༻¨*:·
Final Result
Link to multitrack folder: https://drive.google.com/drive/folders/1CJ3njQzP5n1oJJaD45nQCJ-b-eqJRUGH?usp=drive_link
Here is my final result:
Fig.1.28. Final Project: Result
FEEDBACK
Week 12
Adding the left and right channels will help with selling the sense of distance the player has to an item. Louder recordings will be easier to denoise.
Week 13
Reminder to record the progress to creating the audio and to denoise all the audio recordings.
REFLECTION
Week 11-14
I had alot of fun during the recording process. And seeing the final result was really satisfying. Getting to experience recording at a studio was new to me. One thing I hoped was that I could've experimented with the bus tracks if audition was not acting up right before submission. However I will take this as a learning opportunity even if I didn't manage to do a perfect job.
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