Collaboration-Research into another game sound – Old School Runescape

I’ve decided to do further research into other games I like to understand a bit more behind the process of sound/music creation. To expand my knowledge and learn more techniques and ways of working. As well as potentially attempt them for my game.

Old School Runescape is a 2007 version of Runescape. The game is something I played in 2007 and to see them re-release the same version is amazing. The music is very nostalgic and uses old school midi instruments and sound effects sound like synths. I want to do further research just to find out how it was made. For reference here is an example of the music in the game.

I find the music really beautiful and captivating. Maybe it’s the nostalgia but I find the compositions really fitting for the game. And I want to learn what they used. Especially for the sound effects, I think they almost could fit in the game we are working on. For the machine sounds or ambient sounds, they sound a bit crushed or low bit rate. See below for examples.

I searched online but only seemed to find research about the current Runescape version, not the older version. Or any information was mainly just stating it was midi. I found a Reddit post that Ian Taylor replied to explaining how he made the audio.

I also managed to find a tweet where Ian shows the original synthesizer they created to make all the Runescape sound effects.

I also found another Reddit post that explains the Runescape 2 sound effects were mainly additive synthesis using this above synthesis engine they created for their making their own personal sounds.

I want to attempt to explore additive synthesis and see what I can create. Explore the sound design elements and create some sound effects of machinery for the child being created and the ambience of the factor in the game.

Unity Issues

I’ve been trying to use Unity to record a full playthrough of the game for us to use as a video for backup in case adding things through Unity doesn’t work. I’ve had numerous issues and every time I figure out the problem another occurs.

The first was the game not even running or opening. I figured out I was using the wrong editor version and had to use the same one that the MA developers used while creating it. The editor version was 2019.4.11f1

Then when I opened the file I managed to get it running by clicking the play button. Now, whenever I open the game it seems like the image is out of place and not synched up correctly. As well as this, the password for the game doesn’t progress to the next screen which is frustrating. I can also see in the debug part on the bottom left of the screen it says “correct” meaning I’ve got the password correct and it should progress. I’m going to speak to Jingya and find out if she has managed to get it working and if we can record a playthrough for video use.

Otherworld VR reflection

OTHERWORLD - 2022 What to Know BEFORE You Go (London)

Otherworld VR was truly spectacular. I have used VR before at a friend’s place and I found it good but it was truly behind what the ideas were. I felt like space was a big thing it needed. At Otherworld VR they had this. I found the fact I could walk around a space really beneficial for the experience.

The beginning section where we all went down an elevator and the portal opened up was very immersive. I think the sound design for that really helped give the idea of falling into an abyss. I also noticed the directionality in the space, with sounds moving around me and where I looked the sound would be in this bubble. As if it’s ambisonic.

I spent most of my time playing a zombie game and found it enjoyable, although the movement was weird, you couldn’t walk you had to hold a button and teleport into an area. Still fun though. All the reading I have done about immersion felt to replicate itself in my experience. I found myself truly immersed and totally forgot about where I was, in this circular pod. I ended up finding the overall experience really worth it. Having that experience has definitely helped me understand the scope of current VR technology and where it can go and where it is.

Collaboration Hand in work to do / Where I am

Currently, I am almost at the hand in. I used FMOD in some experiments and I get why it’s useful. I want to attempt to use Unity for sound editing perhaps if it works. And use FMOD for music.

I need to make Another music track or two perhaps? And record and make sound effects for the atmosphere and the robot’s brain being built.

We have been sent a trailer of the game but not an entire run-through, we have received the actual unity project but I can’t get the game playing? I need to discuss this with my peers in my group to see what we can do.

Finally, in the mixing process, are we going to make a video and edit the sounds on Final Cut Pro or are we going to use a video of the game or implement them?

I feel like currently, I will make the extra song, and the sound effects and use Final Cut Pro to edit the sound to video as it might be difficult to actually implement the new sounds. We can still keep the old sounds they used and just layer in the new ones. I also don’t mind mixing and mastering the audio.

Sky: Children of the Light, Interview Reflection

here people worked on the audio, one audio director, one composer and one designer. A small team in comparison to other studios.

They speak on how they wanted the sound design to be a storyteller instead of text and that they read up each section of the world the player interacts with. And made sounds that would exist in those sections, how can we indicate information through the sound they say.

They also spoke on the idea of ambient sounds within the world, they wanted the players to feel immersed in this world instead of focusing on the small character running around. They created a fake fizzle sound when touching a cloud in the game to reflect the dreams we all have to do in real life. I think that’s interesting because in real life clouds are a vapour, they make no noise or I assume so.

They recorded foley outside for the footsteps, water streams and rainfall. It is cool to see a studio use field recordings in their practice! As well as this they also had a studio where the majority of the foley was recorded.

It was interesting to note that they said the music is created before a lot of things in the game, the story and concepts are made around music in this instance which I haven’t heard happen before, as well as music changing around actions in the game, flying, running etc. 

I also found it interesting that they created a serrate mix for each system, with separate EQs and reverbs.

5 key considerations for ethical virtual reality storytelling – Reflection

It speaks on that using VR for journalism is a difficult thing to do ethically of course and that the producers of it must take the ethical issues seriously,

“With virtual reality, rather than telling a story, you are putting someone inside a story – and usually involving them in it,” 

I think this makes a great point about the difference, instead of showing it you are making someone experience it and immerse them within the experience.

There have been a few projects in VR published so far containing sensitive issues, the Guardian’s first VR project, 6×9, let viewers experience solitary confinement, Within’s Clouds Over Sidra followed the life of a 12-year-old refugee, and the BBC’s Easter Rising: Voice of a Rebel took viewers back to the streets of Dublin to witness the 1916 rising that saw the attempted rebellion against British rule in the midst of World War One.

The article then goes on to note that you don’t know in what context the participant is using these headsets, are they suffering from PTSD. Do they know exactly what they are Going to see? Have they been involved in this before? Because it’s a completely different medium that involved simulation rather than representation you have to be careful when engaging with this content.

The article gives us five tips.

  1. Make a risk analysis, and understand the risks of your content. Who might it affect, how many you reduce this, and what can the outcomes be?
  2. Test your material as you go, really test the experience as people will have never experienced your content before, and have test subjects use it before release.
  3. Co-create with your audience, She explains it’s similar to a theme-park roller coaster, before you start the ride you are given rules and safety advice and that VR experiences should be the same.
  4. Get active feedback from your audience, you want active consumers and advocate for them to give you feedback, with that you can grow your content and understand more about how it affects users.
  5. Diversify your teams, having a diverse team will allow you to have integrity. Diversity could be gender, age, ethnicity, or experience level. 

Visiting Practioner Collobaration Lecture Rachel Simpson

Rachel Simpson

Rachel Simpson is a game designer, composer and trumpet player. She began by showing us a showreel of multiple games.

She’s been working in games for 16 years, she wasn’t a gamer and how she ended up working in it was very unorthodox. She’s been working 10 years in house for companies and 6 years as a freelance artist. She’s had a different time working freelance from the beginning to how she works now. She released 32 games shipped, Singstar, guitar hero, and she’s worked on countless other games. 

So she’s worked in all manner of team sizes, tiny indie studios from 4-5 people to massive teams, as well as over one hundred people in a room when working on Guitar Hero 5. She’s worked in multiple genres, but mainly more fun relaxed experiences than dark first-person shooters, she’s worked on word games, driving games, f2p games, and AR.

She’s really interested in UI, and other aspects of it such as how to make a button seem real and have tactile feedback. She’s done composition for music as nowadays smaller studios want someone that can do everything. She’s also done narration recording and casting.

Foley as well is something she really enjoys, finding things that make cool mad noises to use for sound effects. She’s also done a lot of implementation. The interesting thing about implementation is that it’s technical, she’s not been a technical person by nature but she manages to make it work.

She’s a musician and always knew she wanted to do something with music or sound. She studied jazz and then returned back home to Ireland. Did a course in classical music and transferred back to goldsmiths in London. She applied for a job being a singer/keyboardist for Singstar. Transcribing music for the game. She worked her way up after 6 months and became a lead transcriber for the game. She worked for around two years and felt she had to go back and finish her degree.

Kuju/ Zoe mode was the first studio she worked at and was surrounded by like-minded people like herself which made it hard to leave. She worked for a while on creating midi notes on screen for the pitch detection system on Singstar.

She went on to work as a producer and she was in the centre of the team, controlling time management and other things, now she is freelance and working across other projects she learnt a lot of that. But she says she would never do that again and wanted to go back into being an audio designer.

After university, she went back to KUJU/ZOE MODE and was thrown straight into the deep end doing sound effects. She hadn’t actually done sound effects before and found herself learning and asking questions.

Unfortunately, the studio had to downsize which is something that happens in the industry and she found a job in London working on Facebook games on Sims which something she loved to do. She had access to the sims language and would edit the sounds to create sentences. She did feel it was a darker stage f her career as she was working on a free to play game and it was all about exploiting money from users. 

She says it was also a more diverse studio, and it did reflect in the game and its design as well. From an audio perspective, it was a live game. She comes from a console stage, where you have a release date and you ship and it’s done. Live games are constantly evolving, and every two weeks they release new content for the players. So they had a week to make audio, and a week to test. So it was high pressure. The studio finally after two years got shut down by EA and her manager thought it would be smart to ask to purchase the music gear as she was sure the equipment would be thrown away. After purchasing the equipment for cheap, she then had the gear to go freelance.

She found herself really enjoying being a freelance sound designer. And learning that being alone means you get the freedom to purchase the sound tools that she needs without waiting for the studio to do it.

She worked on a game called CLAY JAM and another called PEAK. She found herself taking any job she could get because she didn’t have the connections or experience yet to find good work. She moved to Scotland and found a job going on in her city. She ended up working on a free to play mobile game studio. She got the job and went on to become a lead sound designer and lead teams on games. 

She didn’t totally love the games at Outplay, she instead enjoyed the stability of working in a studio, and she didn’t have a studio she was working in an office with headphones. She wanted to get back into freelance work and luckily she got contacted by an old friend for an AR game for Lego. Working on lego was interesting for her, she had to learn Repear alongside two other sound designers. She then left and became a freelancer again and found herself being emailed all the time for work. Her advice is that as you get old you get jobs with more connections.

She then eventually went on to do a project with sound installations and after this, she was contacted by a game studio to be a sound designer for a game. For people with autism in VR.

She taught herself FMOD as this is what they’re using, she’s studied VR work and how to use audio in this context. That everything should come from a source or it defeats the immersion. 

She gives us a tutorial on her FMOD usage which was beneficial. She also says you need to have inspiration beyond video games, and find your friends. Get noisy and chat with people and find really nice people. As well as online groups that can help you figure out what the problem is.

Post Lecture Reflection

I found Rachel to be really friendly in her presentation and helpful in showing how one can get into the Games industry. This is something I’ve considered due to my love for sound design and sound effects. She also was very giving with explaining the exact way things happened. Her experience of not knowing a lot and learning as she goes does also give me confidence. I find I know enough about audio but perhaps implementation and other aspects scare me a little. It’s confusing but knowing there are ways to learn, like recently teaching myself FMOD it does seem doable. I also found her describing the differences between bigger audio teams and smaller indie teams and being the only audio designer interesting and the dynamics between them. Benefits and negatives of the situation.

Soundwalk recording followup

I recorded the sound walk the following day and the outcomes were different. When recording at first I realised how much the binaural headphones changed my listening. I would say in a bad way, they made it difficult to hear anything at all, to be honest. If the headphone gain was pushed even any sort of audible volume it started feeding back into the microphone part of it. So I had to balance the levels and make sure they were around -12 dBFS.

I found myself less engaged with the environment when recording and more getting worried when something loud would walk past me, and if it was peaking on the recorder. I also walked much faster this time, doing the route in 30 minutes instead of one hour. Perhaps the fact I did the same walk impacted my enjoyment of it as I knew what to expect.

Logic Pro X file of the sound walk

I later then put the recording into Logic and listened through the thirty-minute recording and found it enjoyable, but it didn’t strike me as anything greatly interesting. Perhaps I’m not listening enough?

Following on from this I want to attempt another field recording practice and see. I’ve been doing research into Annea Lockwoods project sound mapping the Hudson River and I had an idea to do the same for the Thames. Perhaps shorter as the length is huge, but a small section. From Richmond park around to where the river opens up. A 3hr or so cycle. I’ve been interested in minimalism when recording as well recently. I feel the last term I was obsessed with recording with 32 bit and very quiet preamps, and now I’m more interested in portability and using what I have. A small zoom H5 and the new Hydrophones we have at LCC.

Practical Element, sound walk set up

I’ve loaned out a Zoom H5 alongside the Roland Binaural microphones. I’ve decided to use the Zoom H5 as I felt that the sound devices would be too big to carry. I’m interested in doing the same sound walk as I did last Thursday and recording it to hear things that I heard last time as an experiment.

I will update later with the recording and my experience of it.

Path Of Awarenress_E&C Sound Walk Reflection and ideas blossoming

I attended a sound walk on Thursday the 19th of May 2022, it was run by Katrinem and she created a route for us to take, I was attending this as Peter Cusack whose work I have been studying and researching was also going to be there alongside Cathy Lane. I wanted to finally do a proper sound walk and potentially have time to discuss this.

We began by meeting upstairs at the Crisap Headquarters and began speaking about the rules of this sound walk. No talking, everyone must remain silent for the entire walk, we follow the leader and walk spread out not in single file. If there is an issue you are to touch the leader.

Sound Walk Map

We began walking around LCC into the garden near Pret, crossing the road into an estate, and crossed the road into Elephant Park. Go around and follow up until near the police station and walk along with the main round back to the building. The walk was around an hour or so and was very interesting to me. I found myself entirely concentrated so much on the sounds around me. At times during the walk, it felt almost set up as if the sounds were put there at a specific time. Now obviously it wasn’t but it did bring a reminder of how much happens sonically around us that we don’t listen to. I also noticed an abundance of nature amongst the noise of the machine that is London city, so many birds and other animals were prominent amongst us in our sound walk. As well as the multicultural aspect of the city, when we changed roads it was different languages being spoken and music from different countries being played in the parks. Also at times I would close my eyes when the road became straight and I felt the stereo and proximity effects of sound be so prominent, I concentrated on the footsteps of my fellow walker and how we engaged with the environment.

When we returned we sat down and had a chat, Katrinem explained she wears different shoes on her sound walks to become part of the environment, she even has shoemakers help tune her heels to fit within the soundscape. Peter Cusack asked an important question that we didn’t have time to discuss as time ran out but it did make me think. He asked if anyone had an opinion about whether or not we should have walked in certain places or out effect on the soundscape. I felt at times we were invasive as a mass mob walking around silently and I did find that our objective to just observe the world silently walking as a group at times did the opposite. When we entered council estates people looked and became silent when they saw us all walking silently, perhaps the opposite of our intentions and us being silent actually disturbed the peace of the environment more than if we walked by speaking.

I want to redo this walk and record it through binaural microphones that I will take out to see if it felt as set up as last time. Perhaps as well on a second listen I can hear different aspects of it that I didn’t the first time. I’m still a tad confused about my piece or practical element. As my essay continues and I read more and more. I notice how wide the field of recording practices is in sound arts and how undocumented some are. It’s an art form or practise that isn’t as well written about. I want to perhaps attempt to copy fellow practitioners and learn from their practice and then from all of them hopefully find something for myself within it.