Sound Design

Here are 4 Projects I worked on

My inspiration for choosing Sound design is David Farmer who was the lead sound designer behind various huge projects ranging in both cinema and gaming. between working on Marvels MCU/ Avengers & Spin offs and Classic games like Bioshock 2 and Ratchet and Clank among 100s more. A editing technique that farmer likes to use is layering various sounds to attain something complete or unique entirely which is a technique I have grown to experiment with the more I work on audio post. Another Sound designer I have a great personal inspiration from is Ben Burtt who gained recognition for his work on the Star wars franchise Indiana Jones, Blue Planet and The Little Mermaid. The part of Burtt’s work i appreciate the most is how he is purely driven to create the most immersive experience possible being part of the creation of THX Which was to assure quality was the number 1 priority when developing the sound. Many people perceive THX louder than it is due to it having an escalating frequency spectrum which gives an impression that the sound is able to grow and shrink giving it a more physical presence in the room.

Getting the opportunity to take my knowledge of the field so far and put it to the test in this showcase has been extremely rewarding! When the Bioshock Project in the Daw unit was assigned and the ADR unit Which you got the choice of a clip you want I knew this was where my passion for sound was at its strongest.

There are 4 Projects I worked on

My inspiration for choosing Sound design is David Farmer who was the lead sound designer behind various huge projects ranging in both cinema and gaming. between working on Marvels MCU/ Avengers & Spin offs and Classic games like Bioshock 2 and Ratchet and Clank among 100s more. A editing technique that farmer likes to use is layering various sounds to attain something complete or unique entirely which is a technique I have grown to experiment with the more I work on audio post. Another Sound designer I have a great personal inspiration from is Ben Burtt who gained recognition for his work on the Star wars franchise Indiana Jones, Blue Planet and The Little Mermaid. The part of Burtt’s work i appreciate the most is how he is purely driven to create the most immersive experience possible being part of the creation of THX Which was to assure quality was the number 1 priority when developing the sound. Many people perceive THX louder than it is due to it having an escalating frequency spectrum which gives an impression that the sound is able to grow and shrink giving it a more physical presence in the room.

Getting the opportunity to take my knowledge of the field so far and put it to the test in this showcase has been extremely rewarding! When the Bioshock Project in the Daw unit was assigned and the ADR unit Which you got the choice of a clip you want I knew this was where my passion for sound was at its strongest.

ADR Foley

  • Alan Wake 2 Trailer

  • ADR Foley Module

  • For ADR And Foley we where given the option to choose a clip of our own choice giving it being around the 1;00-1;10 length. I had chosen the trailer for the Sequel to the game Alan wake. I chose this clip as I felt the flash imagery and horror aspects would be interesting to layer to shape new sounds.

  • A good example of this is at the 53rd second mark I used the sounds of screeching pipes and metallic bangs to create a tense and intimidating atmosphere.

  • Another good used of layering found at 55 second mark was using 2 different sound effects of paper fluttering 1 was made from shaking a sheet while another was from flicking through a book.

  • A great perk to this project was our lecturer Clark managed to get theatre students to spare a day to record some ADR for out projects this was good as it gave our Dialog segments a lot more emotion and authenticity compared to our alternative which was AI. I chose to keep 1 character out of the 4 as AI to show I understood how to use the generator and used it in my clip.

ADR Sound map

BIOSHOCK Project

  • Bioshock Jetty clip

  • DAW Module

Bioshock Infinite was the project I had the most fun with as I had a good idea what sound effects would sound best with the from actually playing the games.

PDP

PDP Production project

For PDP I took the role of producer to produce a track for my band. The sound design aspect of this track was we recorded the um and witching on of a Vox Valve amp for the intro to the song.

Another sound design part was we reversed the sound of the crash being hit to make it sound like it is fading in which glued the the verses and choruses together though this later was scrapped as was the entire track as I had disagreement s last minute with 2 band members who previously turned down a listen back which caused in a release being unsuccessful.

In the end result I feel as a producer I done what was expected of me and that the clients themselves are liable to why their project didn’t reach the release window due to professional negligence.

GTA Clip

  • GTA Alley clip

  • Spatial Audio Module

  • This clip I was tasked to take one of the 6 GTA clips to choose from and record how the environment would e perceived from the characters perspective.

  • The GTA clip was an exciting project to work on as it was my first time working with a Binaural recorder which was an interesting process as you would essentially be pointing the microphone according to the perspective seen in the clip (for example if I hand an AC to my left and turned 180 degrees it would pan from the left to centre to right.)

  • I also has my first go with an Ambisonic mic this was particularly interesting as it took more precision as you where measuring a 360 degree field so it was important to be wary of all surroundings from all angles and to search for a lucrative environment to be as faithful to the clips perspective as possible.