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Engine 

 

In my first drafts of the engine asset, I simply combined various vocalizations with a buzzing instrument that I created using the Vacuum synthesizer.  I then processed the layers with EQ 7-Band and D-Verb in order to created a better blended and more mechanical sound. Some of the criticisms of these sounds were that they were too orchestral in nature and that the vocals didn't blend well enough with the synth. In order to fix the sound, I layered Engine_B with Engine_C and processed the layers with Pitch II, EQ 7-Band, and AIR Fuzz-Wah. I think the edits resulted in a more mechanical and spacey sounding engine. 

 

Vaporizer

 

Much like the engine assets, I created the first drafts of the Vaporizer assets by making simple vocalizations and then layering them with the Vacuum synthesizer. Some of the criticisms were that the sound was too short and that it didn't sound enough like a weapon. In order to correct this, I layered my vaporizer sounds together and added a long reverb using QL Spaces. I also added a layer of an laser sound, which I found on Westar. I trimmed the added sound to fit the length I wanted and then added the Fuzz-Wah to each layer. The resulting laser not only lasts longer but also has a more weaponized sound. 

 

Planet Kraktoh


I created the planet first drafts in basically the same was as the other assets, but with a slight twist, Instead of using only one vocal layer, I layered several different vocalizations at different pitches with the Vacuum synthesizer in order to create a fuller and more ambient sound. Some of the criticisms were that the sound was too flat and that I should process it a bit more to add some variance. In order to create a more varied atmosphere, I layered Planet_01_B with Planet_01_C and then added several layers of wind and water audio that I found on Westar. I then processed each of the layers using EQ 7-band, Pitch II, and QL Spaces. I actually got the idea to add wind and water sounds from a classmate's sounds that I reviewed. I think that the edits, especially the pitch changes and the addition of the extra layers, make the asset sound more like something you might hear on an alien planet. 

 

Barnaby

 

In the first drafts the Barnaby assets, I deviated from the creation process that I'd used on all of the  other assets. Instead of layering vocalizations with synths, I simply used one layer of vocalization for eac asset and the processed it using EQ 7-Band and Pitch II. Some of the criticisms that I received were that the sounds didnt sound quite alien enough because they were too dry and too animal sounding. In order to correct this, I layered the Barnaby assets together and also added audio from Westar, which included sounds from camels, ducks and, buffalo. I then processed the sounds with D-Verb, Pitch II, AIR Chorus, Sci-Fi, Fuzz-Wah, AIR Flanger, and EQ 7-Band. I think the resulting assets are much more alien in nature.

 

 

Fnoon

 

I created the Fnoon's sounds in much the same way that I created the Barnaby's sound. I simply layered various vocalizations with some animal sounds that I found on Westar and then processed the layers. However, for the Fnoon, I used different animal sounds and plug-ins in order to create a unique sound. I used audio of animals screaming along with camel, buffalo, and duck calls (different from the ones used in the Barnaby sounds). I then processed the layers using Pitch Shift II, Sci-Fi, D-Verb, and AIR Chorus in order to create an alien cry. Someone pointed out to me that in the original assets, my fades weren't quite correct. I corrected the fades and then nixed the Fnoon_C asset, choosing to combine and reprocess Fnoon_A and Fnoon_B with Pitch II and EQ 7-Band in order to create Fnoon_F. I think the resulting assets sound more like they could all have come from the same rac eof alien.

 

Teleport Sounds

 

For the teleport sound, I actually recycled the original recordings and synths that I used to create the assets for Planet Kraktoh. I layered them together in different ways and processed them with plug-ins such as Fuzz-Wah, D-Verb, AIR Chorus, Pitch Shift II, and Sci-Fi. On some of the layers, I processed the clip with two separate Fuzz-Wah settings in order to created a more complex sound. I also created a large fade on both ends of each layer in order to follow the look of the ship fading in and out. Some people pointed out to me that some of the teleport assets would sound better if they were layered together. In my revisions of the Teleport sounds, I layered Tel_In_A and Tel_In_B in order to create Tel_In_D and layered Tel_Out_B with Tel_Out_C in order to create Tel_Out_D. I then processed the layers with Pitch Shift II and EQ 7-Band in order to make them better blend together. 

 

Planet D'kuk

 

For planet D'kuk, I followed the same ideas that I used in creating the sounds for Planet Kraktoh. I simply layered vocalizations with various environmental sounds that I found on Westar. I also recycled some of the synths that I used for Planet Kraktoh's sounds. However, I set the synths to different pitches, mixed all the layers differently, and only used wind sounds from Westar instead of adding water sounds to the mix. I also experimented with panning the drones and wind layers in different ways in order to create a more realistic and surround-sound experience. Some of the criticisms that I received on the originals were that the wind noises were a bit flat and the some of the assets could be improved with a bass boost. In order to create a fuller and more ambient space, I first layered all of the orginal assets together and then duplicated the tracks and reversed the duplicates. After duplicating the tracks, I processed all of them with Pitch Shift II, EQ 7-Band, and QL Spaces, each at different settings. I think the resulting sound is much more dynamic and interesting. 

 

Music

 

 

 

Week 2 Final Assets
Cutting Corners - Ron Burns
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Cutting Corners - Kraktoh Excerpt - Ron Burns
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Cutting Corners - Coda Excerpt - Ron Burns
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As I was creating these assets, I tried to think about the kind of environment of the planet and the general emotions that such a science fiction type of story might evoke. I tried to make the engines sound mechanical and the ambience a little suspenseful. I tried to make the Barnaby sound like the aliens that I've seen in some of the space-themed games that I've played, and I tried to get the vaporization sounds to feel like actual lasers. All of the sounds that I personally recorded were simple vocalizations, which required me to use a large amount of processing in order to achieve the desired out-of-this-world ambience that this game calls to mind. 

Cutting Corners - D'kuk Excerpt - Ron Burns
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Music Track Name: Cutting Corners

 

Track Composer: Ron Burns 

 

 

What story and emotions does this track provide?

 

I think that this track provides a perfect balance between a nostalgic vintage video game vibe and a modern electronic dance energy. The tempo is upbeat without being too fast, making the game seem fun without being too suspenseful or frantic. 

 

 

Describe how the score relates to the visuals?  (Does it complement the visuals or is it the polar opposite?  Is it upbeat or laidback? Etc.)

 

The score perfectly fits the cartoonish aesthetic of the animation. The beat is bouncy and the melody is consistent without becoming boring. The synthesized instruments even sound a little bit like lasers and talking aliens, which is a nice touch.

 

 

What is the function of the music score?  Does the score highlight the tension of the game, or is it more comical?

 

This score gives a slight nod to the tension in the game with its Jeapordy-esque melody. However, the music really highlights the game’s comedic side. The bouncy beat and timbre of the instruments tie all the sound effects together to make the game much more fun.

 

 

How are your Sound Effects affected by the music key and instrumentation of the music score?  How will your Sound Effects need to be adjusted?  

 

The pitched sound effects such as the planet ambiences and the teleportation sounds may need to be adjusted slightly to fit the key. However, the vaporizer, engine sounds, and the alien calls should all fit well with the music as they are.

 

 

Why did you ultimately choose to imlement this track in the way that you did?

 

This track is very fun. I chose to use a softer excerpt from the beginning of the piece for Planet Kraktoh in order to give the game a sense of building excitement. For Planet D'kuk, I chose a more exciting section fro the middle of the piece in order to give the player a greater sense of purpose. For the Winning Coda, I simply cut an excerpt from the tail end of the piece because it was so joyous. The sound really embodies a sense of accomplishment and victory.

Gameplay

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