Visiting Practioner Hollie Buhagiar

Hollie Buhagiar

Hollie Buhagiar - Leeds Conservatoire Alumni

This is Hollie’s bio.

Hollie Buhagiar is a multi award-winning Gibraltarian composer based in London, who specialises in crafting bespoke scores for film, TV and Games. She has worked on a plethora of projects for shorts, feature length films and series alongside Grammy and Academy Award winning engineers in the finest studios across London. Graduating from Leeds College of Music with first-class honours in Music production, Hollie continued on to complete a Masters at the National Film and Television School

Throughout her career she has been hailed for her unique and varied sonic palette as well as her ability to create fascinating scores that approach traditional composition from a new and exciting perspective. Hollie’s experience spans worldwide and includes work for the likes of Amazon,SkyChannel 4, BFI, NOWNESS, Creative England, Tate, The Guardian, Film London, VICE and BBC. Her projects have received critical acclaim winning various prestigious awards, these include a Porsche Award, a Gold British Arrow and the McLaren Award for Best British Animation, as well as being a two time Unity Awards nominee. She was also honoured with Gibraltar’s first ever Extraordinary Achievement Award for her work in the arts. 

Poles Apart

After reading her bio I’m a bit confused as to whether she’s a sound designer or a music/score composer. When watching her portfolio I first approached Poles Apart as the animation interested me. The sound design is great, I listened to the bear’s sound effects and foley and it was really well created. As well as this the music in the background of the video. A simple guitar arpeggiated alongside haunting vocals really stood out. I do think this was her inclusion in this as she comes from a music background.

In The Grass

I now hopefully have realised that she is the one creating mainly the scores. This track over the video is very similar in terms of vocal performance to the first Animated video. Again great vocals and I’m really impressed with her tone and pitch, alongside the production. I’d be interested to know how she got into doing this work.

Astilbe – Hollie Buhagiar

I listened to this video on his Portfolio page. I assume she composed and wrote the song. I don’t see her in the actual video, but I can gather that this is her work. it’s very well composed, and the music theory is also really done well.

Post Lecture Reflection

Hollie begins by speaking about her practice, she works in Film, TV, theatre and games, as a composer and occasionally session vocalist. She grew up in Gibraltar and there was a thriving music scene but no film or games industry. There aren’t many compositional opportunities where she grew up and In Gibraltar, she specialised in performance studies and music. Through that, she then went to Leeds College of music and studied music production. It wasn’t just for film it was for numerous genres of music. In her first year, she decided to try film, it was the most foreign thing for her and she had never thought of it as a career path. She tried it and it became a lightbulb moment. It became really obvious to her once she realised her mother was a painter and no wonder she ended up making music for visuals.

Then for her final year, she created an album of library music which she then used to apply to the national film and tv school. As soon as she started studying at NFTS she was working part-time alongside it. And by the time she graduated she went straight into full-time work, and she finds herself lucky to have a very smooth experience from student to professional life and finds it lucky to find great creatives to network and collaborate with as it’s hard to find that. Since then she’s been working full time in the industry. 

She’s had the privilege of working with numerous companies and even been part of projects that have won awards such as Gold British arrow win and animation that won a BAFTA.

She recently scored a documentary film. It’s a film about an old man who thinks he’s found treasure based on the text of Dantes inferno. He leads himself to Iceland to try and find the treasure and the film takes us deeper into trying to understand what is this treasure? The movie is set in Italy and Iceland and is set between old and modern. There are so many musical genres and styles in this she says. Musically she started when the brief was very vague and had a synopsis. The narrative is so influential of itself that she came up with a lot of different ideas and that was used in the final film in its form. She used everything in the pieces, vocals, pianos, violins, and chants. She used a flute player’s improvisation in a score as well that they stumble upon in the documentary. 

She then shows us a piece she made for the Tate installation. Musically she feels it gave a good gauge for the style of the piece. This piece is very different to the first one, in the sense that it has this style throughout and it’s a different approach. In this, the music is supporting the visuals whereas in finding fool the music is the main object at times. They wanted to keep it very organic and the visuals sort of demand it. The music was clean, very organic, predominantly live instruments and sweet. Tapping into this wonderful and peaceful quality that Billie has in her presence and in the way that she speaks. This was an installation piece but it was just a video played in the Tate, she feels that in the documentary, balancing the dialogue and music is heavily important. She finds it easy to over-bake it and be heavy-handed. She found herself really taking time to understand each shot and in-between dialogue the music was key to be there and it also needed to allow space for the audience to just sit with the piece. She created textures that sit under the dialogue and they sit and support but do not distract. Adding pace and momentum to make sure it doesn’t get repetitive. Most of the instruments arrive and stay for a while, she sees them as textural waves of instruments and sounds throughout the dialogue that creates this energy that isn’t too distracting from what she’s saying. And it’s a fine line.

For the next clip, she wanted the listener to feel like they were in a gladiator fight. There were shouts, and a clink of armour merged with the epic music surrounding it. Trying to tell this wonderful tale, and also connect to the characters that are playing these games. It was a funny combination of going playful with the visuals and reducing to the wonderful people that play the games. They made bold music for it, a honky tonk piano style piece, another one was a big band brassy piece that was really energetic. It’s always great when the soundtrack runs across something that is cohesive and runs along with other things in the film. 

She now moves on to fiction, it’s a coming of age romantic thriller piece. The score plays with diegetic and non-diegetic themes. Sometimes the actions of the actors are in the score. This film is really fun, really stylised and experimental, especially the music. In the build-up towards the end of the clip, the highest emotional peak of the film. The music is very abstract and it’s been brought up to that point. She worked alongside the sound designer quite intensely and they wanted to create a world that was unified. So they really played in how they could make this world fluid, and intense and she had a lot of things swelling and haze the character through the music and composition. She felt this was a great example of how to use your voice in a more abstract form in the soundtrack. The soundtrack at the end is heard at the very start, foreshadowing the end. And the idea of reincarnation was prominent in the film and this way the music/film had a loop.

I found Hollie’s work to be very professional, thoughtful and captivating. Her techniques and thought process demonstrated was very demonstrating for us students and I believe it helped me understand more of how it works in her industry.

Visiting Practioner Felisha Ledesma

Felisha Ledesma

Felisha Ledesma | Creative Music Guild

This is Felisha’s bio.

Felisha Ledesma is a Berlin-based sound artist and musician. Ledesma co-founded and directed S1, a project space that hosted experimental music, performance and visual art as well as being the headquarters for the Synth Library –  a lending library for electronic music equipment. 
 
 Most recently Felisha conceptualized a synthesizer, AMQR, together with instrument designer Ess Mattisson which was used on Ledesma’s releases for labels Ecstatic Recordings and Enmossed x Psychic Liberation. This collaboration led to the formation of Fors, a music technology project creating software instruments.

S1 SYNTH LIBRARY

Alissa and Felisha.jpg

Alongside Alissa Derubeis, Felisha Ledesma created a synth library within the S1 building. Felisha felt like synthesisers in general weren’t very accessible and had a high entry point in terms of cost when starting. S1 runs monthly introduction lessons on how to use the synthesisers one for everything and another for non-binary and women. Felisha felt that after seeing synthesisers in person and others using it she wanted to try them for herself and found it difficult to access the equipment. The synth library is meant to be a space for everyone to attempt to learn and use the synths. I find this sort of mentality really great for bringing people together and allowing others without the privilege to use these synthesisers.

Fors

Fors is a plugin company created by Felisha alongside Ess Mattisson. Felisha’s role is Concepts & Projects and Ess does Design & Development. When searching the website I found it to be very sleek and professional. I see that they make Instruments for MAX on Ableton. I was interested to actually see what these instruments were so I looked a bit more into it.

They have an instrument called Superberry. It’s inspired by memories of their favourite melodramatic trance melodies. I found it well made but perhaps the sounds a bit basic. I’ve never designed a synth or a plugin so I don’t have the knowledge to criticise but I felt a bit underwhelmed.

Chiral is another Synthesiser. I haven’t used this synth but the interface looks more playful than the last which would help someone that’s new to this. I listened to the sounds and they’re much better than Superberry. I did find the sounds to be a bit clean and digital sounding. I prefer the analogue dirty sounds that other synths offer.

Romb is an audio effect which is reverb. Very nice interface and lovely sounding reverb. It has a really good size aspect and interface that helps you understand what is going on. Recommended as it’s free as well!

Post Lecture Reflection

S1 was a huge 35,000 square foot building under a pharmacy and Felisha had done things before but this was one of the turning points of her career. She feels this was the start of how she came to be the artist she is now.

She started doing a lot of projects in the space since they received it in 2014. In the first show, they projected lights and visuals onto paper walls. She didn’t really question what running a space meant, and what she wanted to accomplish. She just did it, as as soon as they got the space it started instantly. She relates her twenties as a snowball gaining momentum. Not really asking questions. At first in the beginning, it was mainly visual arts within the space.

S1 hosted parties and events as well, the downstairs was a basement with no windows or air for the performers. They had lights that shined on the stairs to create an experience that you are entering the space. They also hosted generative pieces in the space and the sensors and sound that were created were affected by the user in the space.

Running the space was part of her practice, doing her own work wasn’t part of her practice outside the space. And S1 allowed her to figure out how to present her work.

They also started a synth library. It was a space within the space, someone came to S1 and had an idea that if they own synths and didn’t use them that much why not share? She wanted people that used S1 to have a space to use these instruments. Alyssa was like I can get donations and create our own modular synths to create these instruments for the library. It launched in 2016, the way it worked is you can come in for a workshop and understand a little about how the gear works. And then you can sign up for library hours, a facilitator in there would donate their time to help you or you can use the gear and record. This started changing the way S1 was showcasing art. For better or worse it became less of the like project focused art show. But more a communal experience and artists would utilise the synth library.

In 2016 ghost ship was a warehouse which had a show, and 36 people died. A lot of her friends escaped and others died in this event. This time became a very different period for her but she kept going and moving. It was a terrible time, and it really changed the art community forever and she doesn’t believe anything will be the same after that, her friend that was the headliner lived with her and he was so traumatised and getting sued by peoples families because of what had happened.

She also did collaborations with MOOG and other businesses. Although she isn’t pro-capitalist she’s seen other artists benefit from this arrangement with businesses so she learnt to let some things go as it benefits others.

There isn’t an archive of S1 online and she’s working on it. Doing this presentation for us has brought back a lot of memories for her. Including remembering people that were involved in S1 and she’s proud to figure out how to do it with no budget and its how she’ll always work. She will make things work no matter what. Shes very proud of S1.

Around 2018 she wasn’t doing or releasing records, but more collaborations. For example, Keyon gaskin is a dancer. She curated an event alongside Keyon. It was basically a really loud noise set. She was creating the foundations and allowing Keyon to explore his own space within the set. She continues to say this is something she loves to do, to create the foundations for other people to do their thing.

After she left S1 she thought about how she can still contribute without getting burnt out. She ended up donating her synthesisers to create a feminist synth library. S1 has since become mainly around lending machines.

She ended up going on tour around Europe and doing gigs and releasing music. She ended up moving to Berlin and got into a graduate degree and didn’t enjoy it. She then got cancer and it really shifted the way she thought about her life, and now she had death on her mind. She then decided to concentrate on what she likes to do rather than the expectations of herself and the people around her. Forgive herself more and be a little more patient. She decided to quit school and be in her body and quit and give herself time to heal. And then it became a weird anxiety loop of doing nothing and second-guessing herself. 

She then left school and started collaborating with artists she loves.

ASMR was heavily inspired within her practice and not using the voice. She released a Cassette tape on her favourite label.

She then went on to release Fringe on ecstatic recordings. 2021. Her second project.

She went on to date someone who worked at Electron which is a synth company in Sweden. They started speaking bout the perfect synth. And her boyfriend and herself created a synth around her decision of what a perfect synth for her would be. 

They then created a synth called super berry. An emo trance synth, she isn’t good at coding or max for live so she simply helps with the decision making of the app.

They released it without knowing what would happen. They released it and a lot of people enjoyed listening and using the synths. She’s excited to see what happens next with it. She gets to use, and conceptualise these synths. Talk about how they could be used, play with them live so for her it’s the best of everything. When they started they weren’t sure how experimental they could get with their design. Could they use symbols for their things, and they tried out, and it did really well and this gave her confidence they can get really weird with it and expand in lots of different ways. She feels ready to see what else can happen. 

I found Felisha’s presentation to be thoroughly inspiring. How a DIY space can come together to create something powerful, a safe space. Allow access to expensive synths, curate projects, show art, create culture and give back is inspiring. It’s something I’m heavily into, not for profit organisations that don’t use culture and scenes or ideas for extreme profit. I also found the syth/plugins she creates with her boyfriend to be something motivating. She doesn’t get involved in the development but the ideas towards it. Something I wish to try one day!

Lecture on Immersion and Presence Reflection

“If you are there and what appears to be happening is really happening, then this is happening to you!”

This quote speaks on the idea that virtual reality is real. That it’s part of our experience that we are feeling right now, with our physical body. And the experience is truthful and transparent and makes us feel that it’s actually happening.

XR as new media.

In the 90s we had a rise in personal computers. Companies started investing and virtual reality became more viable. It did not become a thing at that time potentially because of economic reasons and technology needs financial support to develop. As well as the fact that technology wasn’t there, it does take time to develop these sorts of hardware. Hardware at the time was clanky and heavy, it would reach high temperatures and it wasn’t viable to create such products.

The rest of the lecture spoke on immersion and the theory behind how one can induce a participant into an immersive experience. As well as how to guide presence. The sound was spoken on but not a considerable amount, I will be taking the theory into my own interpretation. What it did help with was the larger ideas around virtual reality and what it takes to develop content for it.

Reflection on Leslie Deere’s Process & Work Propositions

Leslie Deere

Exploratory nature is key to knowing Leslie’s work. Leslie always says that her work is in progress and the approach of always being in process and this allows her to be always reaching further. She is also a stranger to complacency as this allows her to be always moving forward and see the possibilities of technology. It comes from her work being interdisciplinary and this allows Leslie to see the gaps between these disciplines and combine them.

We then watch a video of Leslie’s work called Array Infinite, Leslie Deere, is into gestural visual performance art. And found herself using the Kinect for such pieces. The next logical step for her was using VR to take her work forward.

Array infinitive. It is a piece that requires gestures to create audiovisuals. The hands control the sound particle trails in the VR world live as It happens. She’s designed parameters of reverb and delays to the XYZ Gestures. This allows the performer to explore and create new soundscapes using gestures. Her own group practice of online meditation influenced this project, She’s part of VR groups that meditate online together, which are speech led and she’s doing the opposite in this project she’s doing group meditation through audiovisual experience. They don’t walk around in the virtual world, instead, they’re on a journey through colour and sound.

The performer becomes the guide and the direct connection between the world-changing and the audio being manipulated for themselves and the other participants sitting in the room.

The sound is amplified into the space instead of headphones to add an anchor into reality into the group mentality and this is part of the research she is currently doing. She created seven scenes that related to the chakra system and related the scenes towards the relation to the colours. Green is associated with air, orange with water, and blue is about voice. She uses a three-part vocal female harmony here. Purple is ether and the sound is more into a distant realm.

Leslie used unity to develop the program and local data to connect the headsets to each other. She’s worked with a team to create this. The piece uses Ableton, MAXMSP and unity to combine everything together. 

She also recorded multiple musicians for this work and used their pieces for every colour and the audio experience associated with it. 

She beings by speaking about how big of a project it is, and predominantly her work is collaboration. She finds it an enriching way of working and you can find out so many different things, it can lead to discovering speciality industries and a niche way of working and she enjoys a collaborative practice.

She is making a project about audiovisuals and gestural work. During her PhD annual review sessions, her examiner eventually started saying, what is the context of how she got to the project?

Her background is in dance, she knew about John cage, and she knew about experimental sound but through the context of dance. She didn’t know much about it. She knew of it but not about it too much so this was her way into the practice. During her last few years in New York, she got into tap dancing where the performer would trade 16 counts, it was very musical, the tap dancers would improvise with musicians, bands, and drummers. Dance that makes sound is what she got into.

She moved to London to do a course on the sonic arts at Middlesex, she didn’t come from a DJ or band background so she had no studio knowledge, or on signal flow. She wanted to make sounds similar to music concrète and collage them in an artistic way. There were two pathways she could take, one more performative way being laptop performances and an installation route. She went the installation route and felt it has a similarity with dance, working with space, the body.

So she created this series titled The Amplified Series, its sculptures that don’t make a sound. They pick sound up. There’s a microphone on a yellow box with a headphone output, so when you listened you could hear the pendulum swinging and the room as well. And she was interested in the idea of the room and the environment being part of the piece. Deep listening to what’s around you became part of her work.

When you have headphones on, and record someone you can hear subtle details that you wouldn’t hear otherwise, and she made a piece with two sets of headphones and it’s supposed to bring the room and a conversation into the piece. She also made a similar idea but with a hydrophone in a tank of water and the participant would listen and adjust the mixer to their liking.

This gave her an interest in how sound affects different spaces and the relationship between them.

She modified the mixers on her earlier pieces, she would paint them and this was to demystify the technology, for an average person this would be intimidating and the idea was to make it more playful. The idea of her work is to filter our environment, what we hear and what we don’t hear. What do we hear in an amplified room?

So at this point, she still hasn’t performed with sound. And her journey into sound performance became an interest. Live sound-making was what she wanted to do next. She received a residency in London and she developed a project that used a Kinect camera to pick up her movements and play sounds. Her motion would trigger sounds. It was called Modern Conjuring for Amateurs. This became the thematic backbone of what she does. The basic idea was that when she moved it would create sound and the silhouette would echo her movement. 

The title of her piece came from a book with the same title. She was interested in the turn of the 20 century and the technology surrounding it, electricity, radio, and the phonograph. A lot of technology was available and spiritualism was the theme of this era. Clara Rockmore and her theremin would have been futuristic for the time and considered weird and she was into the idea of this. Her project tried to embody these ideas that had sprouted inside her head.

In her performance with the Kinect when she closes her hands and it loads in a new bank of sounds. It went through different sonic landscapes. The idea was to create Long-form drones with her performance and make the audience zone out and sink into the immersion she was creating. She performed her piece in numerously different places, she acknowledged that Kinect in live situations is not perfect and she picked a difficult technology to use during performances. But agrees it was a good learning curve. 

After this project, she felt she wanted to take this into VR. Her PhD project was called array infinitive. She was thinking of Infinitive as a form of speech 

To make one feel, to activate something. An infinitive. A Similar concept to gestural audio-visuals but she wanted to concentrate on a group experience and the zoning out. Is it possible to gain an altered state experience in a group VR performance?

Erika Fischer-Lichte speaks of a performance as an art event, and through the visceral experience of performance, the audience is transformed. Jonathan Weinel’s work also speaks about the developments of electronic music and art and the different opportunities for creating different consciousness. Can art that uses this as an idea affect these mind states?

Mark Grimshaw speaks on how the design of sound contributes to player immersion in games. The perception of sound and the real vs the virtual world and the rise of immersion. Are we comparing and contrasting sounds? Are they supposed to sound real or fake in the game world? Does this add or take away from the game world? What were the intentions of the composition or the design, was it to promote a state of immersion? Listening across disciplines, listening for science or politics. What are the ideas behind combining listening? Lastly Altered States by Dr David Luke, doing trials of psychedelics. This all helped her with a pilot test on the first function of her piece.

So what were her inspirations? 

Catherine Yass Works with films and photography. She has a piece called the lighthouse and it doesn’t have sound but it was projected on the whole wall of a gallery. The shots were sweeping swooping shots that play with perspective and it was mesmerising and she could tell it had an effect on An audience. And this was one of the first times she saw a piece of art affect an audience. She works with colours and the psychology of space as well.

Ann Veronica Janessens,

Minimal work and she considers light to be her primary medium. She perceives her work as experiential and very hard to document. Her work is about the experience and also uses colours, movement and sound. To heighten our awareness of colours and sound and movement is a large theme of her work and this sensory experience of reality and to play with our senses.

James Turrell,

Again light and perceptional phenomena and there’s a reflective meditative theme in his work. He talks about the emotional effects of luminosity. Seeing ourselves seeing and understanding ourselves as an entity of being.

Hilma af Klint,

Considered one of the first abstract painters, she was into channelling. Born in 1862, again the time period of technology, radio, phonograph, spiritualism. She was into mediumship and every painting she did she was channelling from somewhere else. Also abstract and uses colours.

Agnes Pelton

Similar themes, born in 1862, same time period. Born in Germany and relocated to the US and has spiritual themes including, communicating, and translating. She depicted the spiritual reality in meditation.

Jeff Cornelis.

She found his work through her research and he made this film called Colours of the Mind. He’s a dutch filmmaker. His film Colours of the Mind explores the social and spiritual role of self-induced trances. Rave culture as well and does well to link everything together. He connects raves with the transcendental acts that we engage in when we enter these spaces.

For sound, the inspirations begin with Eliana Radigue.

Her work is minimal which is a similar theme to the other artists she is interested in. Her tape loops and the idea of playing loops that get out of synch and that when doing so new elements start to emerge. Duration, Longform and seeing where the journey takes you. Unending music. She became a Buddhist later in life and this became an important part of her practice.

William Basiniki.

The disintegration loops, she likes that he has a cosmic idea towards things. Taking a sound from out of this earth. Taking something cold and transforming it.

Maryanne Armacher,

Sound objects and the idea of the third ear. The idea is that we have a third ear and when we listen other elements pop out. As well as discussing the feeling of sound and ritualistic notions of sound. As well as listeners’ position in the room, how close are you to the sound source, what if you move into a different place. How does this alter your perspective and listening experience? 

For her PhD, she recorded musicians in Glasgow, Processed bowls, Cello, and a choir. To make the work was a huge undertaking, a big thing to try to pull off. Ross flight designed the interface that she used for the Kinect camera, he’s a sound engineer and works a lot with theatre, so they worked together again on her PhD project and modified the earlier version. Stuart Cupitt kindly sponsored her work in the development of the project. Chris Speed is an amazing DJ who makes music and also helped out in the Art.

Last summer she had an official pilot test and had 25 participants, the ethical clearance for that during covid was insane but it was a great test. She had an age range of 17-80 years old. A mixed audience and quite a lot of people afterwards would sit down and chat, some people would state their neurodivergent and would like to see where it goes. It was also interesting to see people experience it that know nothing about technology. She also noticed that gamers want to do things and want to get up and move around.  

The idea of the piece is that there are four people sitting down and one performing and the group experience was key to her as they travel through the colour spectrum. Unfortunately in the pilot stage none of them noticed the group element, most likely due to the overload of technology. She noticed the piece was interpreted in different ways. The sound is also amplified into the room and she didn’t use headphones intentionally. She wanted the sound to be experienced similar to a gig. She was unsure if this would ruin people’s experience as you could hear her moving around and this would take them out of the immersion but she found out people enjoyed it. And found that people felt more grounded.

After the pilot test, she did a public Beta and for the first time she had a mixed audience, in and out of VR and she found it super interesting. It creates a different dynamic and the people outside of VR can see what she’s doing. And there exists dynamic feedback between her in VR and the audience observing.

Post Lecture Reflection

I found Leslies’ work to be very forward-thinking in terms of the cross-disciplinary aspect of it. It made me reflect on our current process in collaboration with the games design MA students and how that process has been, which is fruitful. We have in turn explained how we do sound design to the MA students and the process behind it and also how they explained the process of making a game. As well as using each other’s strengths. Alongside this in a smaller context within just my own group how we have managed to learn from each other within this collaborative project and understand each other’s workflows and ways of thinking has been refreshing and thoroughly insightful.

I also found Leslies’ process of research and how it actively reflects her own work and the process of creating different versions to finally reach an endpoint perhaps to be an ongoing process. From her first piece of Kinect and the original sound installations she did which eventually led to her creating her latest project. One can look back and easily understand the process of it. I also enjoyed her use of others in this project, she openly admitted she knew very little about the sound world but got the right people around her to help. I think it’s important to understand that sometimes even the people with the skills might not have the ideas to create projects such as these. That it might take an outsider of the discipline to enter with a fresh thought process, not under influence of the norm.

To look at my group’s work from a sound arts perspective I can say we’ve definitely done some things correctly others not. I do believe we have given ourselves enough time working together and the ideas have flourished and everyone has done their part. But the active reflective process that comes with collaboration wasn’t entirely there. The constant feedback was very little and did make it difficult to really go through the same stages that Leslie for example did in her work. I purpose that going on forth I’m unsure if the mix is all individually or as a group? But if it is an individual or group I want to ground our sounds in theory as they have some at the moment. But I feel there could be a greater theoretical influence on our decisions, as well as this understanding of how sound can be used outside of the MA games design understanding. They only asked for sounds that they needed and now we have an opportunity to completely decorate this game world. For students such as ourselves where sound is our everything we can enhance and work alongside the visuals and present immersion in ways that visuals cant do alone.

Collaboration Crit Reflection

Since the crit we had as a group we have been working towards implementing the feedback provided.

One thing that’s working well was that the music and sound effects were really good and fit the idea of the game really well. We thanked them for their feedback, they said the music as well had a lot of layers which felt nice and didn’t clash too much with the game. As sometimes overly complex music can make a video game distracting to play as your brain is listening to the music rather than concentrating on the current action.

One thing to add or change. One student said a variation of sound effects, they enjoyed the music and the sound effects Jingya had made, but they offered the feedback that perhaps we could change them in between levels. Or create more variations of the sound effects we have created already, to allow an element of immersion that comes from variation in sound.

One positive overall. A student noted that what we did was a good job and they were very impressed with the music compositionally and creatively. They enjoyed our presentation and our take on what the MA students wanted us to do. They thought our ideas fit the game’s aesthetic perfectly and were excited to actually see the finished product.

Tutor Feedback. We were told similar to the student’s feedback, that our presentation was professional and excellently communicated as well as our slides were valuable to showcase our work. Our music fit the work correctly and even though we only showed one level, we were told that it was excellent and that the development should continue more and expand based on our ideas. As well to this we were congratulated on our work together as a group and that we should be very proud of our work ethic and attempts of working with the MA students as it took them a while to deliver anything for us to base the sound work for. An important part of the feedback which no one had said except the tutor was the idea of our perspective as sound art students, typically game design students will only think about the most obvious sounds. For example footsteps or breathing, shooting. But as sound artists and sound designers, it is our responsibility to think about everything that sound can encapsulate and how we can use sound to enhance motifs. Fear, strength, comfortability, a sense of place, all these things can be displayed with sound.

We took this all on board and did some final touches on our submission for the MA students, Jingya did some variations of the sound effects and typing keyboard noise. I and Will created some varied tracks for them to use across levels in the game. I also created a soundscape to go along with the levels as I felt even though the music was playing it needed a base layer of machinery noises.

Deadline Change Update and finishing plan

There’s been an update regarding the deadline that the MA students told me last Friday. I’ve been told now that their hand in is on Thursday instead of Friday. This means we have to send the music/sound effects to them by Tuesday night. They said they require a day or so to implement the music into the game. Because of this I and Will have been in conversation, as he is back from tour now. We’re going to polish up the music tomorrow Monday the 14th and Tuesday the 15th and just concentrate hard and work long all-day hours at LCC.

Jingya said she doesn’t have much to do, so I’ll be also adding some sound effects for the game alongside her and Will.

VR Lecture MA – Reflection

I watched the first hour as indicated by Ingrid, and found the ideas around VR refreshing and it showed me ideas that I didn’t propose would be applicable to this medium.

It begins by speaking that it’s unregulated in VR. There have been aspects of research into how content should be produced for VR, the VR world in itself has ethics around enhanced virtual media. Including immersive media such as chatrooms. 

With the explosion of XR content, the literature has been added and increased every year, is it is for the good or for the bad? How do we address the value of the content? The effect of the content on the consumer.

Harassment and sexual harassment in XR is possible, there are no laws. We’re free to do horrible things we want including horrible graphic acts. Murder, rape, theft, torture. Should we be free to create this content? I don’t think so.

There is also an ethical and moral perspective to VR. What happens in virtual reality is just as bad as in reality. And creators of VR content should try not to replicate the harm and stress that can happen in real life. 

There have been experiments into the effect of VR on consumers and it’s been shown that people are just as likely to follow orders on VR as in reality. It doesn’t change whether or not it’s real-life or virtual. This does give the designer of the environment and experience to consider what they are making the consumer do in the VR environment.

Here are the ethical challenges of immersive media and how we can address them.

  1. Misrepresentation

Creating experiences that mistakenly misrepresent reality. The idea that virtual reality can create ideas and false representations of real life, can this relate to a game as well? To present the game to its most realistic. I also question this to the other extreme, why does everything need to be represented accurately?

  1. Bias

Stereotyping creates bias. Example GTA, and the stereotypes the game has. It creates false beliefs and if those people go into VR, they feel disenfranchised. It’s not something we want to keep making, we want to avoid this.

3. Psychological harm of others

  1. Potential user trauma;
  2. Improper behaviour in real life
  3. Improper distance

VR can allow us to embrace empathy when we were able to experience the life of another person. But there is cognitive empathy and emotional empathy. 

  1. Accessibility to fully immersive experiences

VR content is designed with a user in mind that can see, hear and move without restrictions. We don’t anticipate how to make VR accessible, VR that can address these issues. So how do we create a VR experience for someone that can’t see very well in one eye? Or any other disability.

  1. Data security
  2. Uncertainty about past and current event;
  3. Risk of killing serendipity
  4. Data ownership   

Week 4 meeting with MA students

We met up for the fourth time, this time it was in person. I came with my laptop prepared to take notes of what was about to happen. Mingyu showed me the game’s current status a little playthrough and what sounds she needed from me.

Four songs.

Music list (loop music) 1. Game start scene 2. Computer scene. 3. computer opening animation. 4. Game status loop music.

I wrote some notes as well.

ambient sound before the screen zooms in.

Screen zooming in sound effect.

Video effect playing.

Typing noise sound effect.

Appearance when you finish.

Jingle.

Music goes into a computer screen. Music representing the engineer. 

Zoom in screen. 

A little bit longer for this scene.

Vintage synth. Science fiction tom and Jerry. Cupped. Cyber. Cuphead style.

Computer load in chime,/ like Windows XP

Flicker light sound effect

The camera changes into the log in stage. Type in password (change or not change music? Our choice)

Three rounds, at the moment. Loop music potentially is the same for each level.

End of the game, opening eyes. 

Again these probably make more sense to me than anyone reading. But basically, I need to communicate with Will as soon as possible. He’s still on tour and it’s been a bit counterproductive towards the music accomplishments we need for the game. I’m unsure if I should start making some music but I’m not as capable as Will, this is something he does confidently. But perhaps I will attempt. I also saw Jingya speak with the other MA team members and communicate about what sound effects are left, after the meeting I spoke with Jingya and she said she only needs a few more and then she will be done. I do wonder if she is one hundred per cent sure, I think as Ingrid said there will be more sounds than the MA students anticipate.

Going on forth I need to attempt music, and edit/record more sound effects. The MA students want the assets by Thursday next week. We have our presentation on Wednesday so we need to get them done by then. I will update how it goes.

Group Frustrations and thoughts so far

I am finding myself a tad frustrated with my group and our way of working. Not necessarily that anyone isn’t doing their work correctly or not working hard. But more so how I work well in groups is through in-person communication and working together and keeping communication frequently. I have found myself falling into the organiser/leader role which I have no problem with, but I do find myself on fallen ears at times. Creating and planning, following up on people asking how they’re going? If I can help in any way.

I find I myself don’t work well in meeting up once a week the everyone going away and doing work then meeting up again. I prefer the continuous process of commutation. Not a ton but a slight meeting or message here and there. Communicating how they’re going with their work.

I want to try to find some way to meet in the middle as I understand this more of a preference. Some teams barely speak and get the job done but this isn’t like me.

I also find myself perhaps needing some information about game design sounds, so I’ll be taking out these books from the library to give myself some more knowledge on the subject.

Aaron Marks’ complete guide to game audio: for composers, sound designers, musicians and game developers

The essential guide to game audio [electronic resource]: the theory and practice of sound for games / Steve Horowitz.

Game sound: an introduction to the history, theory, and practice of video game music and sound design / Karen Collins.

Group genius: the creative power of collaboration / Keith Sawyer.

Together: the rituals, pleasures and politics of cooperation / Richard Sennett.

Team meeting post group tutorial

After the tutorial we had a little chat on our Whatsapp group and reflected on the feedback and how much time we had left. We knew we had a meeting booked for Friday and decided to allow some time to create and from Friday move like a well-organised machine to finalise the project. At this point we have a few sound effects, some recorded sound unedited and a few songs to use in the game.

We’re going to make sure we take a more forward role in the sound for the game, we felt perhaps we were waiting for them to tell us. But we want to take charge and give our opinion and our creative input into the sound rather than just do what they want.

So the plan is from Friday to go full steam ahead. And analyse exactly what we need to do in our opinion as well as theirs and see what the game needs as we feel after what Ingrid said about there being more sounds we will though than the MA students anticipate this is something we want to get down.