top of page

To Top

Exercise 1: Introduction to Sound & Action

For this subject's first exercise, our class took a short walk around different locations within the university: the cafeteria, a hallway close to a bar, the library and the building's entrance.

The objective was to analyse different environments and focus on the sounds heard there, as it's common to walk through rooms many times every day and not really pay attention to what can be heard in them, the point being to really pick out some sounds we'd normally not even register in our minds, things we hear all the time, but never think about.

Throughout these areas, these are the sounds I picked up on:

Cafeteria

Cafeteria

Talking, Laughing, Clanging of metal furniture doors, Loud footsteps, High heels, Faraway echoes, Electrical buzzing, Chairs dragging, Doors creaking, Laptops closing, Crinkling of crisp bags and Items being placed on tables.

Outside of a Bar

Muffled talking, Music, Laughing, Footsteps on a wooden floor, Doors creaking Slowly, Keys jangling, Ruffling of jacket sleeves, Talking down the hall, Beeping from somewhere, Doors slamming and Glass cups being moved.

Freddy's
Library

Library

Floor creaking, Breathing, Coughing, Sneezing, Books being moved, Pages being turned, I heard a fart, Whispering, Swallowing, Sniffling, Laptop keyboard, Laptop closing, Door slamming and Faraway footsteps.

University Entrance

Loud talking, Loud hurried Footsteps, Air conditioning, Sliding doors opening, Card swiping, Keys jangling, People sitting on couches, Cars outside, People walking up stairs, Mechanical keyboards, Mouse clicking, Papers being moved, Phone ringing and Calls being taken.

Entrance

To most, these are just normal every day sounds, some might notice them more than others, but when sitting down and paying attention, while writing down as many inconspicuous sounds as possible, it's slightly more interesting than it might sound.

As an extra exercise, we were asked to analyse the sounds heard in a location of our choosing, so for the sake of simplicity, I chose my Backyard.

Backyard

(what's pictured is not actually my)   Backyard

Leaves rustling in the wind, Footsteps from neighbours all around, on grass, concrete and wood, birds chirping, cars starting up, beeping and driving nearby, doors closing, people talking through walls, planes flying overhead, dogs barking and faraway construction work

E2: Music Audio Analysis

After analyzing random sounds throughout our university, we stepped it up and started analyzing sounds from music.

The main objective, rather than just plainly pointing out the different audio assets, was to analyze the intended mood of the music, and how those sounds contributed to that mood.

To start off, we listened to 2pac's Do It For Love.

- Low Bassey sound at the start to set a relaxed mood;

- Bass continues throughout song to maintain that mood;

- Background singing is slightly drowned out, relaxed, and the song takes a sadder tone.

- Song mellows out as it ends, leaving on a sad note.

- Upbeat, fits with the theme of positive determination after a troubled relationship;

- Chiptune like background sounds, digital, gives the song both a modern and 80's feeling;

- Short break in the middle of the song, emphasizes the strength of the sound when it  bombastically returns.

- Songs background beat is very techno and virtual, gives it a modern, urban feel;

- Singing in general has a slight reverb filter, gives it depth and a sense of space;

- Occasional beats have echo with some repetition, gives them more impact;

- Instruments fade out when singing volume goes down, emphasizes calmness.

While these are short descriptions, I feel that they get enough out of the songs to show how they differ from each other in tone. 

E3: Game In-Engine Audio Analysis - Pokemon Sword & Shield

Our next tasks were to analyze a variety of very different game clips!

Starting off with a short clip from Pokemon Sword & Shield, of one of it's boss fights.

When analyzing well done audio design, it's easy to be overwhelmed by how layered and complex the soundscape is and to differentiate similar sounds, but here's my list.

- Running footsteps

- Dialogue Sounds (Not Voice Acting)

- Crowd gets louder as battle starts

- Song starts

- Whooshing from objects being thrown

- Pokemon appear with a spawning sound

- Thuds as the Pokemon hit the ground

- Something appears in the MC bracelet with a fantastical sound

- Whooshing wind as a sandstorm starts

- UI SFX

- Loud crash as new Pokemon appears

- Descending notes and a negative status effect is applied

- Ascending noted as a positive status effect is applied

- Twinkling and crashing as an attack lands

- Small digital drip like sounds

- Remixed and bassy version of the battle theme plays

   when menus are accessed

- Explosion when an attack is used

- Drill sound effect

- Theme changes when giant pokemon is introduced

- Bass heavy sounds when giant pokemon shrinks

- Victorious orchestra begins when battle is won

- Glinting when a medal is received

E4: In-Engine Cutscene Audio Analysis - Metal Gear Solid V - Phantom Pain

The entirety of MGS V is a masterpiece in subtle yet striking sound design. Being a sequel to one of the best stealth franchises out there, it was critical to make subtle sounds stand out, both for and against the player's sake, among plenty of other complexities.

For this particular cutscene, the tone is very relaxed and non-threatening, yet somber with context.

- Water dripping from IV

- Dead Air/Background Noise

- Heavy Footsteps

- Breathing

- Tape recorder buttons and clicking

- "Man Who Sold the World" plays

- Song revealed to be coming from a radio

- Cloth flapping and dragging

- Writing on a board

- Medical equipment buttons and beeping

- Breathing and coughing

When listing off audio from a clip of a mostly empty and quiet room, it can be hard to actually list anything, especially when the intent is to have these sounds fade into the background. There's a lot of similar varieties of sounds, which fills the 5 minute run time of this clip.

E5: Accessible Game Presentation - Bounding Steps

The topic of accessibility in video games is an interesting one, since it challenges developers to come up with creative and practical answers to problems the great majority of players don't face.

With this in mind, we had to come up with a small game aimed directly at people with disabilities. I choose to create a game specifically for deaf people.

I choose to create a rhythm based platforming game. Bellow will be a presentation for the concept.

E6: In-Engine Cutscene Audio Analysis - Dead Space 2

For this final clip, it was the student's choice, so I chose Dead Space 2.

 

I've mentioned Dead Space before on my portfolio, praising the way it handles the Heads Up Display, but among the dozens of reasons this franchise is great, there is also the franchise's Sound Design. We were to pick an in-engine cutscene and analyse how sound is used in it, but since the entirety of the games are in-engine, I thought it fair to analyse a short gameplay clip.

 

The amount of sounds playing in the background even in supposed silence, without any dialogue or action, is more than most people would expect. The clip presented bellow is a 3 minute segment from Dead Space 2, where the protagonist returns to the first game's ship. The atmosphere is extremely heavy and oppressive, and the sound design transmits this perfectly.

 

And, for the best experience, watch the following clip in silence and with a good pair of headphones.

With the amount of sounds being used, it's hard to pinpoint, accurately describe and name each one, but this is what I came up with:

- Heavy Industrial Ambience

- Monstrous Whispering

- Elevator Activating

- Footsteps on Metal Floor

- Call Starting and Ending

- Objects being pushed around

- Heavy breathing

- Weapon Readying

- Faraway Creaking and Shaking of the Ship

- Footsteps on Plastic sheets

- Telekinesis

- Crate being Broken

- Doors sliding open

- Loud Electric Motor

- Loud and fast footsteps in the walls

- Navigator Activating

- Whispers

- Sound of Item obtained

- Steam Pipe Bursting

- Monsters in the walls

As some sounds repeat or have slight variations, again, it can be challenging to name everything, but that's the mark of complex and multi-layered environmental sound design, it gives a lot of depth to what can potentially be an empty silent room.

E7: Assignment 1 Planning

For this module's Assignment, our task is to choose a setting and create an audio environment/soundscape using sound gathered by ourselves.

For the 3D level itself, we chose a premade asset pack or level fitting with our chosen setting, in this case, i went with a Dungeon.

dungdung

Below will be the audio list I gathered and the events I plan on creating with them:

Keep in mind, these aren't individual sounds. With these sources, I'm able to create up to a few dozen different sound effects if need be.

And with those sound effects, I want to create the following events:

- When the player gets close to a window, they'll hear the wind blowing outside;

- If a pile of bones is stepped on, the player will hear those bones crack;

- When going down a set of stairs, mysterious footsteps will rush away from the player and close a rusty door.

These events should help give the level a spooky and tense atmosphere.

To Bottom

SketchFab Logo

© 2023 by Gonçalo Miranda UWL

SketchFab

bottom of page