Audio, Applicable through endless circumstances and scenarios, is often necessary when bringing vital multi-dimensionalism to projects and work. Specifically, within the realms of film and video games, audio serves to further suspension of disbelief. It is quintessential in evoking emotion, investing, enticing and immersing users in digital experiences. A substantial portion of this project is based around video games so we will be talking in that context. It is a relatively young field of study with āscatteredā research available (Collins, 2008) - the power of music to manipulate the listener's emotions is well-known (Williams, Lee, 2018).
As an anecdotal example, imagine you are a movie theatre and the sound cuts off; the movie loses all gravitas and momentum. Imagine if the visuals were to vanish but the sound remained, the movie would still retain its power over the audience, and in the right context could even be misconstrued as a part of the film. Sound is what really brings a film to life, and the same can be said for video games as well.
Throughout the wider tech industry, the ability to collaborate and cooperate effectively with partners and clients of different disciplines is an essential skill needed to accomplish successful work. The business models used by successful, independent sound design studios such as Native Audio Ltd (āNative AudioāÆĀ» Original Sound,ā n.d.) , Liquid Studios and Park Road Post Production are prime examples of professional audio incorporation into industry work. For instance, Park Road has worked on renowned titles such as King Kong, (Jackson, 2005) and The Hobbit (Jackson, 2015). These three prestigious studios are what we most strongly wanted to emulate.
We were interested in using our collective appreciation of audio as an opportunity to network with our peers. We also wanted to expand our production skills and build upon our overall ability to navigate through multi-party teamwork.
Our project āThe Kitchenā (āThe Kitchen,ā n.d.) is a model sound design studio that Bruno Fernandes, Oscar Randle and Joachim Pearson have constructed within the COLAB studio space at AUT. Our goal has been to construct an audio library to provide colleagues with catered sound design and original music pieces for their respective projects. In doing this we have also aimed to establish and maintain a professional image and work ethic. This library is assembled in the online platform āSoundCloudā and will be showcased via a finalized selection of tracks presented on iTunes. A video demonstration showing our work being used within each respective project will also be shown.
The first issue we faced during the early project phrase was the extremely limited clarity our clients had in respect of their work concepts. Our clients were unable to provide us with clear instructions as to what audio they required, because most projects were still in early development. Our project at this time had a very simple but stable concept, and we felt ready to commence with our work. However, we were unable to begin construction on audio that would be usable in the final iterations of these projects because of our lack of clear thematic instruction. We anticipated this constant fluctuation in themes and ideas from our clients, and thus knew that large segments of our work would often be rendered unusable.
We tackled these problems by building a sound library, which would encompass a multitude of genres and styles appropriate for many themes. Most groups had one or two initial thematic ideas that equipped us with what we needed to start making basic demos. Working in this fashion enabled us to create a process of regular communication and collaboration with our clients while still making meaningful progress. The library also gives us an artefact that can be reviewed on its own merits as well as its contribution to other projects. We implemented a one-track-a-day group policy early to ensure that a suitably sized library was produced.
After an initial period spent constructing this library, our clientsā projects had become much more concrete. In response, we adopted Ā a more focused approach, by working closer with the groups and delivering more polished works that could be slotted into their projects.
Our largest issue was the workload associated with managing multiple groups at once. Although we could handle the production demands fairly easily, the time spent trying to communicate with our clients and clearly understand what they wanted from us slowed our progress significantly. This was particularly because we did not have a dedicated manager or P. R. representative. We attempted to implement methods to help facilitate communication, such as the creation of a Facebook page where clients could contact us with requests and for information. This was intended to make conversations accessible by all three group members, and could keep communications recorded and documented. However, this did not function as intended. In the future, an established weekly meeting with each client would be an efficient way to overcome organisational issues.
In review, this project was a partial success. Although we struggled with management on a regular basis and our library was not as large as we initially aimed for, we created simple branding that weāre very happy with. We also ultimately provided polished, quality audio to five different groups. Our team established a meaningful and functional network of communication with over a dozen colleagues and concluded our respective collaborations so that all parties were satisfied. Our most important goals were met in these ways.
The methodology we used to keep our project in check was fairly simple; constant communication with the groups to make sure that all parties were happy with our progress. Our library was very useful in this respect because it allowed us to very quickly suggest ideas to our clients if they were lacking direction themselves.
From a technical standpoint, the production tools we used were primarily FL Studio (āFL Studio Mobile,ā n.d.) and Logic Pro X (āLogic Pro X,ā n.d.) to create our works along with a cornucopia of virtual studio technologies and other audio plugins. SoundCloud was used as a platform to support our digital sound library. Camtasia Studio (āCamtasia Studio,ā n.d.) was used for video editing. Adobe Photoshop (āBuy Adobe Photoshop CC | Best photo, image and design editing software,ā n.d.) was used for graphic design and branding creation. Facebook (āThe Kitchen - Creative Technologies - Home,ā n.d.) was also used to support communication via a social media presence.
In summary, all three group members contributed an equal amount of work, with emphasis on different areas. Joachim supplied the original concept for this project. Bruno contributed the most work in actual sound production and added the most to our sound library. Oscar edited our video presentation with assistance from Joachim and has managed communications with the most groups. Joachim wrote the majority of this document, with assistance from Oscar and Bruno. Joachim also covered the widest variety of genres within the group. Oscar adopted a minor leadership role within the group about halfway through the semester during a time of stagnancy where we had little direction.
Role definitions (that are not self evident).
Collaborative coordinator - The group member who had the most overall communication with a client. This member managed orders and requests from their respective group(s).
Sound production extended to - This means that a group member produced audio for a certain group at one point in semester. Whether their work was used in the final iteration of their projects is not a factor.
āinsert sound/musical focusā lead - This is the style of audio that each member focused/is most skilled in. Work produced for other parties reflects the necessity of these focuses in respective projects.
Joachim Pearson: @joachimpearsonā
Original concept designer/developer.
Lead collaborative coordinator with āThree way glassā.
Sound Library constructor
Sound production extended to āPeruvian Appleā, āBunnyMetaā, āHealerā and āThree Way Glassā. Ā
Oscar Randle: @oscar-randle-bctā
Instrumental/melodic lead.
Lead collaborative coordinator with āThe Legacy Projectā.
Lead collaborative coordinator with āBunnyMetaā.
Lead collaborative coordinator with āPeruvian Appleā.
Sound library constructor.
Sound production extended to āLegacyā, āPeruvian Appleā and āBunnyMetaā.
Bruno Fernandes: @natesumeā
Lead collaborative coordinator with āHealerā.
Sound production extended to āHealerā and āLegacyā
Assessment equipment obtained.
Primary sound Library constructor.
Buy Adobe Photoshop CC | Best photo, image and design editing software. (n.d.). Retrieved June 17, 2018, from https://www.adobe.com/nz/products/photoshop.html?sdid=VG52KMPM&mv=search&s_k
Collins, K. (2008). Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design. Cambridge, Mass.: MIT Press. https://books.google.co.nz/books?hl=en&lr=&id=gnw0Zb4St-wC&oi=fnd&pg=PR7&dq=Collins,+K.+(2008).+Game+Sound:+An+Introduction+to+the+History,+Theory+and+Practice+of+Video+Game+Music+and+Sound+Design.+&ots=4cg1lsynlI&sig=NGcxLwJUGdNj4XGwkEXAkWMEAuU#v=onepage&q&f=false
Camtasia Studio. (n.d.). Retrieved June 17, 2018, from https://camtasia-studio.en.softonic.com
FL Studio Mobile. (n.d.). Retrieved May 29, 2018, from https://www.image-line.com/flstudiomobile/
Jackson, P. (2005). King Kong. Retrieved from http://www.imdb.com/title/tt0360717/
wcid=AL!3085!3!86014907704!b!!g!!adobe%20cloud%20for%20photographers&ef_id=WvynjgAAAMAcqmjc:20180617091621:s
Jackson, P. (2012). The Hobbit: An Unexpected Journey. Retrieved from http://www.imdb.com/title/tt0903624/
Logic Pro X. (n.d.). Retrieved May 29, 2018, from https://www.apple.com/nz/logic-pro/
Native AudioāÆĀ» Original Sound. (n.d.). Retrieved May 29, 2018, from http://nativeaudio.co.nz/home/
Park Road Post Production ā Post Production. (n.d.). Retrieved May 29, 2018, from http://www.parkroad.co.nz/
The Kitchen (n.d.). Ā Retrieved May 29, 2018, from Bruno Raphael Fernandes Moreira, Ā Joachim Peterson, Oscar Randle &
(2) The Kitchen - Creative Technologies - Home. (n.d.). Retrieved June 17, 2018, from https://www.facebook.com/The-Kitchen-Creative-Technologies-1795303877431500/
Williams, D., & Lee, N. (2018). Emotion in Video Game Soundtracking. Springer International Publishing.
https://link.springer.com/book/10.1007%2F978-3-319-72272-6