VST Produced Sound Effects


6.

Use Reaper post-production software to create audio using VST sound generating plugins. You must produce sound effects for your 2 minute computer game cut sequence.

This must be supported by annotated screen captures that show:

·         The sound generating plugins used.
·         Clear explanations of what type of sound effects that you have created.

·         Clear explanations of what this sound will be used to depict in your computer game audio cut sequence.
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With this sound, I used the Alphatron Instrument plug in and essentially adjusted every single thing I could in order to get an idea of how it changes the sound.

I also used the StepSequs in order to create a sequence, thus producing the sound.






Once again, I decided to use the Alphatron instrument, now with a better idea of what I could produce. I adjusted the feedback, delay and shuffle. I then proceeded to switch up the velocity and notes within the StepSequs in order to create a new sequence.






Here, I decided I wanted to create a sound which wouldn't be out of place in a 90's arcade game. After experimenting a little, I decided I wanted to create a short catchy tune which could be used for something like a Game over screen.







On this sound I found the Tapeotronic instrument. With this I decided to go for a simple soothing tone. I picture hearing this sort of sound in a cinematic for games such as The Legend of Zelda or Rayman 2.

GTA 5 Cut Sequence Audio Production

7.


Use Reaper post-production software to create a 2 minute GTA 5 Expansion Pack computer game audio cut sequence as per the requirements of the brief.
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Audio Recording VST Effects Manipulation

5.

Use Reaper post-production software to edit and manipulate produced audio recordings using VST effects. You must use sounds recorded for task 1 to produce variations that clearly demonstrate the application and manipulation of a range of VST effects plugins.

This must be supported by annotated screen captures that show:

·         The effects plugins applied.
·         Clear explanations of what parameters have been adjusted.
Clear explanations of how effects applied have altered the sound of your original recordings.  
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Audio Cut Sequence Raw Recordings

4.

Record your audio cut sequence script in a recording studio environment. You must ensure that your dialogue is clearly recorded to a good technical standard. You are free to record yourselves and/or others when recording script dialogue.


All audio recordings must be renamed once produced to clearly indicate character names and dialogue spoken.
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Audio Cut Sequence Script

3.


Use Celtx software to produce a 2 page script featuring two characters. This will form the narrative basis for your audio cut sequence production for the GTA 5 mission expansion pack release. Your script pages must include correctly formatted character names, character dialogue and action description that clearly indicates reference to sounds that will feature in your audio cut sequence.
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Computer Game Cut Sequence Sound Design Analysis


2.

Analyse the sound design of a range of computer game cut sequences. You must gather video examples and discuss how the sound design gives a sense of:

·         Setting
·         Mood
·         Game genre
·         Narrative

In addition, your analysis must explain how you think specific soundtrack assets have been produced (with reference to production process):

·         VST instruments and effects
·         Studio recording
·         Use of traditional instruments

·         Audio field recordings
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Game Title
Naruto Shippuden: Ultimate Ninja Storm 2 


Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting



An ancient hideout of a secret organisation, scarred by the battle between the two remaining Uchiha brothers.



Storms, destruction of environment, battle clashes.  The work of Foley artist’s within a sound proof studio/room.
Mood



Tense and action packed with a sense of longing. A battle fought out with blood lust in the air. Each brother is out there with the full intention of taking the others life.



0:00 – 0:17
The music in this scene gave a clear sense of longing. This battle was meant to happen for a long time and now it’s about to commence. I believe the music was recorded under studio conditions.

0:12 – 0:14
The first strike of the battle. The two Kunai knives clash as each brother counters the others attack. This results in a thunderous sound, which is completely unrealistic but really helps set the atmosphere, at the same time, it somewhat makes sense as in this instance, the clip is slowed right down for dramatic effect.
Game genre


Fighting, Action, RPG



Comprising of a variety of sounds ranging from the clashes of steel based weaponry, explosions and the destruction of the architecture/environment. This is clearly an action packed game based on fighting.
Narrative



Two brothers commence in a battle which has been on coming for 10 years. One brother is out for revenge against the other after the murder of his parents, while the other is looking to test his powers against a worthy opponent.



Japanese voice acting recorded in a sound booth.



Game Title
Kingdom Hearts: Birth By Sleep

Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting



The site of the last Keyblade War, an ancient battleground littered with all that remains of the warriors who stood among the ranks of the Keyblade Masters.


The clashes of blades and the climatic destruction of various pieces of the environment, accompanied by the wisps of magical spells.
Mood

The mood is consistently urgent and full of desperation. The three protagonists are outmatched and outclassed, yet they continue to struggle against an overwhelming enemy.
Despite being fairly fast paced to accommodate the action of the scene, the music suddenly slows down at 2:10 and completely shifts tone to reflect the situation in which the youngest keyblade warrior is mortally wounded.
Game genre



Action, platformer, RPG

Explosions and magical spells used consistently throughout the game. The work of Foley artists under studio conditions.
Narrative


The setting of the last Keyblade War. Master Xehanort is attempting to recreate the X-Blade using the power of darkness and three young Keyblade wielders are all that stands between him and his goal.


Instead of using voice acting, this scene uses tone and setting to tell it’s story. The song changes pace and tone in order to reflect the changes within the scene. The scene relies heavily on it’s musical score in order to portray this.

I believe the music to have been produced by a live orchestra.


Game Title
Ratchet & Clank 2: Going Commando



Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting

The boss of a group of thugs for hire company during an employee announcement.


The music is used to lead the viewer into believing that this is a menacing setting, however upon a comedic remark via the speaker, the setting completely changes and becomes more up-beat.
Mood

Comedic, despite initially appearing to be a fearful villain. The boss of “Thugs 4 Less” turns out to be a bit of a goof resulting in comedic effect.
In terms of sound, the music is used to set a menacing mood. This lasts up until the point where the Thugs 4 Less boss says something comedic and out of tone, at which point the score adjusts and becomes more up-beat.

This score will have been produced via an orchestra under studio conditions specifically for this cut scene.
Game genre


Action, Adventure, Platformer, sci-fi

As a Sci-fi action based, adventure/plat former. This game is full of spacey sound effects ranging from space ships to futuristic weaponry.

As this game is set in the future, in space and on alien worlds. A lot of the sounds have to be produced artificially or via a Foley artist within a studio.
Narrative


The protagonist, Ratchet has just won a hoverbike race against a Thugs 4 Less employee. As a result he has agreed to show Ratchet a recording of his boss’ employee announcement revealing confidential information.

During the employee announcement, the Thugs 4 Less boss speaks. This recording will have been produced by a voice actor within a voice recording studio. There’s a possibility of alterations being made to the voice post recording, but I personally find this unlikely.


Game Title
Metal Gear Solid 4: Guns of The Patriots


Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting

In a Desolate war torn land, the protagonist; Snake and his companions find themselves surrounded by a multitude of advanced bio weapons known as Gekko. Just as they begin to lose hope, Raiden appears. An old acquaintance from a time long past.

The environment has the sounds of not so distant fire fights, as well as the movements of advanced bio weapons. I believe these sounds were primarily produced by foley artists, however the sounds of the bullets could be produced from adjusting the sounds of pellet guns using sound altering software.
Mood

The mood is tense, however it soon shifts into hopelessness and whilst in the midst of accepting this hopelessness, a hero appears which completely changes the mood once more, not necessarily to one of hopefulness but one of mystery.
At 1:28 during this sequence, a new character is introduced. At this point, music is inserted into the scene. It is a soft, low beat tone which emphasizes the feelings of mystery but also longing.
Game genre

Action-Adventure, Stealth

This game is all about the action and stealth. Two things which don’t really seem to go together. However here it just works, you can choose to go out guns blazing or sneak around and avoid conflict almost completely.

Whilst playing the game in an all guns blazing way, the music will change to reflect this, the tone will be more up-beat and various enemies and allies alike will be shouting in order to convey their thoughts in his hectic situation. However whilst playing stealthily, the mood is much calmer, whilst also giving off a tense vibe under certain conditions, such as when an enemy is a few steps from noticing you. When detected the tone changes once more, becoming chaotic through the use of music and sound effects produced via the enemies.
Narrative

After escaping an enemy compound after saving his ally Naomi, Snake with the help of Drebin… And his tank end up finding themselves in an unfavourable situation.

After being surrounded by Gekko, an unlikely acquaintance appears and vows to save Snake, as Snake once saved him.

A number of varying sounds were used during this sequence. Some of the most notable were produced via the biological machines (Gekko) While standing by they made a sort of humming sound which was reminiscent of water evaporating on the floor during a hot summers day. (I'm from Spain.. It happens) I'm not sure whether they actually used this to produce the sound effect, but it's what comes to mind every time I hear it. They also make a mooing sound at 1:48. I suspect this is an edited recording of a cow.

Game Title
Rayman Origins


Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting

This scene starts off in a tranquil forest where we find Rayman and his friends. They are all relaxing in a tree, however their activities are creating a bizarre bit of music to the annoyance of the undead granny living under the tree.
I personally find this scene very impressive, especially when it comes to the sound. At about 0:10, this is when it all starts to become interesting. By mixing the sounds of Rayman and co.’s activities, an upbeat tune is produced. From Rayman eating fruit to the Bubble dreamer popping bubbles, Globox scratching his butt and the yawning of the Teensies. It all comes together to create this bizarre ruckus of upbeat music and it just works.
Mood

The mood shifts a few times in this sequence. It begins with a tranquil theme until we are brought to Rayman and co, then it slowly starts to become more upbeat and goofy. This is emphasized even further on into the scene as the undead granny is bothered via the noise and let’s Rayman and co know about it. They respond by being louder, more chaotic and at a much faster pace. This results in an all-out battle royal between Rayman and his friends and the minions of the Undead granny.
The mood of this scene is just plain goofy, not necessarily because of the sounds being made alone but how they appear to be getting produced. With the combination of a bunch of just plain silly sounds, a catchy up beat tune is produced. I imagine a number of these sounds may actually be produced by actual musical instruments, however primarily I expect these were produced by Foley artists and/or the use of sound editing software.
Game genre

2D Platformer
This game has all the sounds of a typical 2D platformer today. When a character jumps you hear a whoosh!, when they land on a bouncy object, you get the Boing! However with Rayman Origins also being wacky in its own way, you get an extra flare to it.

The music in this game for a start is gorgeous, with each new world having its very own sound track, this helps give each world its own identity. This music is also often produced in fairly unique ways, such as when you grab a special kind of Lum (A collectible in the game) All the Lums ahead of you will start singing for a limited time which when collected scores the player bonus points.
Narrative

In Rayman Origins, it is Rayman’s goal to save all of his friends after they have been imprisoned by the undead Granny and her minions. He must do this by travelling across his world and gaining the aid of each of the world’s fairies.
While the game contains no voice acting, it instead tells the story through the gestures of characters and their reactions to their situations. The whimsical tunes and the moods they help set also encourage the progression of the narrative. This title allows the visual, as well as audible aspects of the game to take center stage and it blossoms in a charming, yet goofy way.

Game Title
The Last of Us


Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting

In this scene, Joel and Ellie attempt to make their way through an abandoned power plant. However it turns out that it was occupied by other survivors who aren't all that friendly to folks they don't know.


As the scene begins, Joel is attempting to open up a steel gate. I suspect that this sound effect was created via a Foley artist using a tool to grind against a piece of metal. However this sound was created, I also suspect it was edited to a desired effect using computer software.

I also noticed that as Ellie moves around 0:07-0:09 You can hear squishy foot steps. The road is clearly wet and muddy which adds relevance to this effect, however I believe this sound could have been created using a damp piece of material, whilst adding pressure to it.
Mood

The mood is fairly intense in this scene for some time. Guns are being pointed from all sides at Joel and Ellie and in a world as unforgiving as this, if they answer a question incorrectly, it could result in them being shot dead.

The mood shifts once it's revealed that one of the survivors not only knows Joel, but is his brother. The mood soon lightens and both sides are much more humble with one another.
Almost as soon as the scene begins, instantly the mood is being set by the tone of the music. The tune is subdued and weary, it gives an impression that Joel and Ellie are cornered and stuck in a claustrophobic situation. 

At 0:38 this tone makes a sudden shift as the tune becomes more enlightened, the weariness has lifted and it now has something of a beat to play along to. This allows the player to feel more at ease with the situation and encourages a longing happiness as these two brothers finally reunite after such harsh times apart.
Game genre

Action-Adventure, Survival-Horror
As an action-Adventure game, this game is full of explosions and gun fire which can all typically be created fairly simply via a Foley artist. However as it is also a Survival-Horror game, this adds a new dimension to the sound of the game. 

Now, not only is sound added for effect, it is also there as a gameplay tool. You are required to listen around corners for the growls and grunts of infected, or the foot steps of fellow survivors searching for supplies or at least, people who have them. The music will also shift tone to reflect the situation the player is in. Silence with nothing but nature as a back drop when your safe, but dark, hampered tones for when you are in peril.

The game is full of sounds which are created in a variety of ways. Musical scores which are created by musicians in studio and voice acting produced within a sound booth, not to mention all the environmental sounds which could also have been produced via live recordings of nature it's self in action.
Narrative

Set in a post apocalyptic world, a Smuggler called Joel attempts to get Ellie, a secretive young girl across the United states to a mysterious organisation who claim they can save the world.
The Last of Us is driven by a strong narrative which requires a wide emotional range from it's voice actors as well as an accurate sound track to help set the emotional mood of the world the player will inhabit throughout the course of the game.

The emotions from the characters feel genuine and the sound track, both musical and environmental never fail to set the intended mood for a scene.

It is thanks to these things which when accompanied by The Last of Us' visuals help bring to life a powerful and engaging story.


Game Title
Uncharted: Drakes Fortune

Provide detailed descriptions from chosen examples that establish…
Clearly state what production technique(s) you think have been used to create specific soundtrack elements
Setting

After being crudely awakened by his companion; Elena, Nathan Drake wakes to find himself in a cell. After a brief discussion with Elena regarding his escape, Eddy Raja makes his debut with an offer of life or death.



The scene starts off straight away with a tune which is slightly menacing but more than anything, gives the feeling of revelation. This accurately sums up how the player should feel upon finding seeing Nathan in a cell.

I suspect this tune to have been created via a live orchestra.

0:27 - 0:30
At this point in the scene, Elena is examining the stone which Nathan's cell is made out of. There is a slight grinding sound as she moves her hand across the wall, I suspect this sound to have possibly been developed with the use of sand paper. The sound could have then been edited in order to produce that slight echo.
Mood

This is yet another scene in which the mood shifts multiple times. These moods change effectively largely down to voice performances from the actors involved. Whilst the music also helps, it is more subtle in this scene and seems to be added merely to help set the tone rather than create the mood.
0:43 - 0:50
At this time in the scene, we can hear Eddy Raja behind the door yelling at one of his minions. Now I find it unlikely that they recorded this voice from behind a door, therefore I believe this voice segment was edited using sound altering software in order to make the voice sound more muffled than it actually was during recording.

Also at this point, notice how that tune slowly comes in. This adds a sense of dread to the scene. It's an indicator that the man who just walked through the door isn't your friend, but he's also someone to be wary of.
Game genre


Action-Adventure, Platformer


As expected from an Action-Adventure game, you will hear many explosions, gun fire, buildings collapsing and vehicles from all ends of the spectrum.

Most of these effects will be produced via a Foley artist, however in terms of the vehicles, it is not unheard of for the real life counter parts to be used them selves. Obviously some adjustments will be made here and there in order to lengthen, shorten or distort the sound in some way, but the basis for the final sound can ultimately be found from the actual source.
Narrative

The narrative within this scene focuses on the interrogation of Nathan Drake and ultimately his escape. It's at this point in the game that the player also begins to get clued in to the real dangers on the island, as even the pirate; Eddy Raja seems to be afraid.



I feel it's important to pay attention to the voice acting in this scene to pick up on the narrative. It is a fairly straight forward scene, Nathan's been captured by pirates, he's interrogated but thanks to help from Elena he escapes.

However, the way the actors portray their characters in this scene on an emotional level change frequently, especially in Eddy Raja's case. At 0:50 - 1:05 he comes across quite cocky and sure of him self, however fast forward to 1:36 - 1:45, now it's clear that he is emotionally distraught, he is afraid and angry with the situation he's found himself in.