Tuesday 22nd – First Production Session

I managed to get a hold of Will on Monday the 21st and I caught him up on the project, explained about the first initial meeting and what they had mentioned about the game. I sent him the PDF that the game designers showed us and the example for gameplay. Which was Florence. We then decided to meet up on the following day Tuesday the 22nd.

We booked out the composition room from 10-5pm on Tuesday and began discussing and playing around with sounds.

We loaded the Moog Matriarch and Prophet six in the composition lab and played with the arpeggiator. We looked again at the PDF and the artwork inspiration and decided the vintage 80s theme was kind of the idea presented here.

Will also brought his TR-08 and we MIDI synched the instruments together so it would all be in time. We then ended up recording long organic loops to showcase for the meeting the following day on Wednesday the 23rd. We ended up with a lot of tracks and lengthy performances to bounce and edit but it served more as a rough mood board of ideas.

We then selected around seven excerpts to bounce to WAV to showcase for our meeting the next day.

I have decided to as well learn synthesis for my own benefit. I have booked out the synth bench in the newly located space M113 Wednesday evening to continue with creating more sounds and ideas. At first, I was concerned with the sound not fitting but perhaps now as Walter Murch did with star wars, just make a lot of sounds and music.

Sound design for virtual reality | ZDNetURL – Reflection

Jacqueline B. is the Founder and CEO of Q Department. Which is a music and sound design studio since 2003. The story with how they got into VR was they ended up at Sundance festival and witnessed some VR pieces and since then they haven’t turned back.

She says it’s a new medium, she has been shown VR horror films. she spoke as if VR is something crazy and captivating. It’s a very compelling medium for sound.

The mars VR bus experience. 

They were approached by a production company,  the brief and idea were creating a new generation that would be interested in exploring space and science. So their role was to make and bring this alive. On the VR bus experience, you would get on a bus and after a while, the windows became a screen. A mars vehicle is transformed.

They used spatial audio in this experience, to create a deeper illusion of immersion. 

Spatial audio simulates how you listen in real life, and when done properly your brain thinks you are somewhere you’re not. VR with good sound is almost indistinguishable. With the visuals and sound effects combined, it can create a new level of reality.

She goes on to speak that audio quality is important for immersion, and it’s not just an audiophile thing. Something I didn’t consider at first but now seems obvious. 

Spatial sound is so powerful as a medium. She speculates a rise of spatial audio, specific content through spatial audio. This will be an interesting medium to work with. This came out in 2019 and now I would say it seems like her idea were correct, its in apple AirPods and pushed amongst Apple and their streaming platforms and OS. Apple usually pioneers and push other aspects into popularity. I can assume and imagine this to be a future thing, especially with the metaverse happening, sound is a key aspect of immersion into these digital realms.

Nailing storytelling is the future of VR and nailing new ways of telling stories and that’s where the content is compelling is enough everything will fall in place. 

I do think perhaps how I can incorporate this into my games design audio I’m working on? Even if it isn’t VR what can I take from this to add to it?

Collins, K. (2013) How is Interacting WITH Sound Different to Listening TO sound? Reflection

I found this theoretical excerpt about sound in video games and interactivity to be captivating. I have read and reflected on a few points. Overall the interesting points it made around what makes a user interact with sound? The types of listening do that occur during interacting with audio?

The article begins by stating a hypothesis that interacting with sound is fundamentally different in terms of our experience from listening without interacting; that there is a distinction between listening to sound, evoking sound already made (by pressing a button for instance), and creating sounds ( making new sounds). I completely agree with this point, I do find interacting with sound lends to a whole different experience. Interacting means you are almost a co-author in what is about to happen in the interactivity. If you choose to press this button or perhaps button two. The spatialisation of the sound as well brings immersion.

The excerpt makes a reflection on sound effects and music in an interactive context. And gives us a quote from Walter Murch.

sound effects fall midway between music and noise. 

Something I wanted to understand perhaps a little more and the excerpt continues by showing an interview with a games designer. It speaks on a game with bees and how the buzzing of the bees was made in time to the music, this made the whole world music and the sound effects to be part of the song. Every ambience in the game is rhythmic. Wood creaks and crickets and all the insects are making a beat. And everything is localised so it’s spatialised.

As well as this the excerpt makes notes on using pitch to showcase weight and size in characters. For example, in Mario Bros, the smaller enemies make a higher squeaking sound in contrast to an enemy the size of Bowser that has a deeper noise.

I have found the sound to be very similar for the screen as for video games. And the sound for screen module will come in very helpful when using sound and its motifs in the world.

Research Topic First Thoughts

After the lecture, I started thinking about the essay we have to write and the topic I should do. I have felt that since the first essay in the first year where I wrote about the history of bossa nova music and then the most recent audio document on noise pollution and the role a sound artist could play in sound designing cities and combating this issue. It’s given me a deeper understanding of my academic goals and what I intend to get out of writing this. Initially, I haven’t been too fond of academic writing, mainly for its difficulty amongst someone like myself who is dyslexic and ADHD as well as more of a creatively chaotic person. I have found enjoyment in seeking out topics I have a little or basic understanding of and writing or adding to the cannon.

Specifically, in my last audio document, I didn’t intend my audio document to just be for the hand in. I saw it as my contribution to the academic field in some way or another. The more I study the theoretical side of sound arts the more frustrated I do get, specifically towards what is considered sound arts and what can be sound arts. Whether it can be a mixture or does it have to be sound arts in its purest form. As well as who created and dictates the cannon? I don’t see many people like myself in this sound arts academic field, a working-class immigrant from Brazil who grew up in a council estate. And does this beg the question of there is room for someone like me to be respected In the field?

I have an idea of writing about the sound arts cannon and specifically what makes something sound arts? And what the predominant themes are. Why cant things from my culture such as rapping be seen as sound arts? Why is that?

Another idea I have coming from my audio document is deep listening. Using field recordings as a practice to engage with mental health. As well as this the hand in speaks on how it should be a contemporary issue in sound arts. I do find the relationship between escapism, field recordings VR and the meta verse to be something interesting. They are all intertwined in my opinion. For if the future will be mainly in the metaverse, how can we recreate these environments such as forests, lakes, The ocean? In this new digital environment. As well as if there is room for fake environments within these places. Can we create an even better world in the meta verse, in terms of sound?

I’m more leaning towards the second option. I have really been interested in field recordings and their effects on human psychology. Living in London and wanting to be noise pollution free is what has spurred these thoughts. I want to do more research into deep listening and into field recording practitioners and their thoughts and other essays as well.

How do we as sound artists/scholars deal with ocularcentrism?

I think the best way of dealing with ocularcentrism is perhaps to understand that ocularcentrism has some valid points. Also to consider whether it is a negative thing or positive? Or if that even matters in this sense. To understand how ocularcentrism affects our other senses and the reflection society takes from this being a thing in western society.

I do believe understanding is the first step towards losing a drilled belief. I find that we do live in a very visual society, where clothing and other things can showcase higher superiority and wealth status. I think creating pieces of work that showcase the powerful sense that is sound can allow ocularcentrism to not be a thing happening in our society.

If there were equal festivals, to celebrate sound pieces. If the sound was as recognised as the other medium when collaboration occurs. If film directors were as well respected as sound directors. Then perhaps others would agree with why ocularcentrism is a negative thing.

I do find that it’s also the modern society we live in that makes us this way, and our evolution. At least in my opinion other animals that have weaker vision have increased audible senses. For example dogs and other animals. The need for hearing and smell is more important than a vision for them. I believe it’s similar for humans, we have a limited spectrum of 20hz – 20khz that we can listen to for a reason. We have evolved to only need these. You also do find that the music industry values the artist’s looks and aesthetic as more important than the music. More is spent on jewellery and expensive clothing, music videos and other visual aspects of a release instead of the audio.

Constance Classen “Foundations for an Anthropology of the Senses” Reflection

I found this article to reach out towards my own beliefs of senses and our hierarchy this modern western society holds towards sight. I was having a conversation with my mum about this, after my trip to the British sound library in the previous term. I found it disappointing that a sound library is so much less used and available than a literature library. Books are more valued than sound. To archive, sounds is a strange not usually heard thing to do. Film is archived as well, much more than sound. You can find pictures of a Dodo and most people have seen a photo of one. Now if you ask someone if they’ve ever heard a sound of a Dodo? Whole different story.

This excerpt does speak on the theory of why this is a thing. For optical and visual is highly prioritised in our western society, much more than audio. This in turn led to a larger research enquiry into creating visual products and machines. The advancement of cameras and cinema came before the audio. recording a photo came before the audio.

This excerpt also speaks on the differences in other societies and the value that the senses hold. For example in our western societies, we assume and believe that other senses are lesser than others. We see touch and taste as a more primitive sense than for example sight and touch.

to associate the ‘lower’ senses with the ‘lower’ races. As sight and, to a lesser extent, hearing were deemed to be the predominant senses of ‘civilized’ Westerners, smell, taste and touch were assumed to predominate among ‘primitive’ non-Westerners

I find this to be accurate, since colonisation. The western world has had an obsession with believing they are the superior race or society. It’s an interesting reflection of my own perception that I received growing up in Brazil. Most people actually associate western values as something horrible, being on our phones, our technological advancements and even the way we treat our family members is seen as an undesirable way of living.

I do believe this article brings up great points I hadn’t thought about before. I think this does deserve some deeper research, especially towards the essay that we have to hand in in the coming weeks. I think I want to enhance my previous audio document from the last term and see what I can extract and amplify that perhaps I didn’t or couldn’t fit in the ten-minute window.

Games Design Document Version One (Rough)

I have completed as much of the document as possible right now. I don’t have enough information to complete the whole thing as I’m sure it’s not needed but I did fill out as much as I could. We don’t have a lot planned right now and I’m unsure about Will and where he is. At the moment it’s only music they have asked so I’m going to make five short demo loops to present next week. I will update the document every week.

 A Narrative & Adventure Game Combined  Mental  Health/Human Body Theme Park

Dereck de Abreu Coelho.

Revision: 0.0.0

GDD Template Written by: Benjamin “HeadClot” Stanley

License 

If you use this in any of your games. Give credit in the GDD (this document) to Alec Markarian and Benjamin Stanley. We did work so you don’t have to.   

Feel free to Modify, redistribute but not sell this document.

TL;DR – Keep the credits section of this document intact and we are good and do not sell it.

Overview

What sets this project apart?

Story and Gameplay

Assets Needed

Schedule

– <Objective #1>

– <Objective #2>, <etc.>

Overview

Theme / Setting / Genre

The games current theme is around how the brain works. Educational and playful. To design the human body as a theme park and to show how the body works

Core Gameplay Mechanics Brief

The game is going to be similar to another called Florence. Mini games, that have an overall narrative as the player moves through different chapters of the game. Very easy and no winning or losing

Targeted platforms

Desktop Computers Mac/PC / Mobile? Apple/Android?

Project Scope 

– <Game Time Scale>

Four weeks until MA hand in, and crits for us.

– <Team Size>

Mingyi Liu- Games Design& Arts

Yunke Wang- Games Design& Engineering

Ziyu Yun- Games Design& Arts

Shih Kai Chuan- Narrative Design& Arts

Anlin Liu- Games Design& Arts

Peiwei Luo- Games Design

Dereck De Abreu Coelho- Music/Sound Supervisor

Will- Sound?

Jingya- Sound Effects

Influences (Brief)

– <Influence #1, #2, #3, etc>

The game is heavily influenced by a game called Florence which shares similar graphics and gameplay. 

The elevator Pitch

This game allows the user to enjoy a laid back experience that is educational and captivating. Guide your character on screen and transform the human body while dictating what amount of chemicals are needed to achieve success. 

Project Description (Brief):

<Two Paragraphs at least>

<No more than three paragraphs>

Project Description (Detailed)

<Four Paragraphs or more If needs be>

<No more than six paragraphs>

What sets this project apart?

– <Reason #1, #2, #3, etc.

Core Gameplay Mechanics (Detailed)

Game mechanics determine how the player interacts, the level of complexity, and even how easy or difficult the experience is.

– <Core Gameplay Mechanic #1, #2, #3, etc. >

– <Details>

/Describe in 2 Paragraphs or less/

– <How it works>

/Describe in 2 Paragraphs or less/

Story and Gameplay

Story (Brief)

<The Summary>

Story (Detailed)

<Go into as much detail as needs be>

<Spare no detail>

<You can use Mind Mapping software to get your point across>

Gameplay (Brief)

<The Summary version of below>

Gameplay (Detailed)

<Go into as much detail as needs be>

<Spare no detail>

<Combine this with the game mechanics section above>

Assets Needed

– 2D

– Textures

– Environment Textures

– Heightmap data (If applicable)

– List required data required – Example: DEM data of the entire UK.

– Etc.

– 3D

– Characters List

– Character #1, #2, #3, etc.

– Environmental Art Lists

– Example #1, #2, #3, etc.

– Sound

Music, Five tracks for each level 

– Outside

– Scene 1

– Scene 2 

– Scene 3

– etc.

– Inside

– Scene 1

– Scene 2

– Scene 3

– etc.

– Sound List (Player)

– Character Movement Sound List

– Example 1, Example 2, etc. 

– Character Hit / Collision Sound list

– Example 1, Example 2, etc.

– Other sounds

– Example 1, Example 2, etc.

– Animation

– Environment Animations 

– Example, etc.

– Character Animations 

– Player

– Example, etc.

– NPC

– Example, etc.

– Code [optional]

– Character Scripts (Player Pawn/Player Controller)

– Ambient Scripts (Runs in the background)

– Example, etc.

– NPC Scripts

– Example, etc.

Schedule [You can add here your Trello board or similar]

– <Music>

– Time Scale

– Week 1 create demos – Week two receive feedback –

– <Objective #2>

– Time Scale

– Milestone 1, Milestone 2, Etc.

– <Objective #3>

– Time Scale

– Milestone 1, Milestone 2, Etc.

Collaboration – Initial meeting and first steps

Yesterday I finally met the team at the MA Games Design course that I will be working with. I had already seen and read the idea before arriving so I had an understanding of what the game was about. But I wasn’t sure of the execution or how they were going to make it into an experience.

The people on my team are Jingya and Will. I’ve worked with both before so I feel we will have a good team ethic.

The team of MA students explained their game to me and Jingya as Will wasn’t present which did make it more difficult to create some decisions and begin planning as I wanted his input into the project.

The game’s inspiration is around mental health and how the brain works. They showed us another game called Florence that had similar gameplay. And discussed that this is how the game will be played. No winning or losing but rather an experience that shows educational things about the human brain.

I was interested in how sound could reflect this. Thinking back to my sound for screen lectures and my feedback. I missed an opportunity to use motifs in my sound work and I believe in this scenario it’s perfect to include that to add an additional lawyer towards the experience of the game.

The MA students were unsure of where they were, although they had done plenty of research they were unsure about which option they wanted to take. They had a prototype of one minigame which there will be many. This did make it difficult to begin or think about sound work. Usually, in these processes, the sound comes much later on in the development of games or film. I found that this is something I’m uncomfortable with doing, but I feel I want to push myself outside of my comfort zone.

The main thing I asked them was to create and have the graphics installed in the game. It’s difficult to create sound effects for things that aren’t even there yet. I hope in the next meeting we can discuss exactly what they need from us as I and Jingya are a tad unsure. We also need Will to be onboard and add to the planning and discussions of the project.

I have begun doing a plan for next Wednesday anyway, we created a WhatsApp group and I’ve asked for references of other music from games that will help me in what they want. I’m supposing there will be a musical loop for each level which they have stated five. From the example Florence, the game they showed us. It was predominantly classical, jazz, easy listening coffee shop music. Again I have very little knowledge of music theory and found I wanted to explore more sound design in this module. I have said I will create some music, by recording my housemate Daniel who plays the violin at the university tomorrow. And create some loops to show for Wednesday. The goal is perhaps five different styles of music and then they can listen to the demos and decide if they enjoy them or if they hate them. Sharing demos also allows me to not spend endless time polishing something they don’t want in their game.

Jingya has stated she wants to do sound effects and foley which I said I would engineer for her when the time comes to do it. After they give us a list or show us the game in more context. It’s all feeling a bit confusing at the moment as we are ready to go and begin doing the sound production but the Game designers are at a stage of production where they are unsure of where the game is heading.

I will update tomorrow after the recording session attempting to make some music.

Visiting Practioner Series – Yan Jun

Yan Jun.

This is Yan Jun’s bio.

Yan Jun, a musician and poet based in Beijing.
he works on experimental music and improvised music. he uses noise, field recording, body and concept as materials.
 sometimes he goes to audience’s home for playing a plastic bag.
 “i wish i was a piece of field recording.”

Yan Jun’s bio was interesting and humorous, it seems he doesn’t take himself entirely seriously as a lot of other realms in sound art are. I’m currently heavily into field recordings and I’m interested to see what his process of recording field recordings are? As well as playing in the audience’s homes? A plastic bag?

Plays John Cage

https://yanjun.bandcamp.com/album/plays-john-cage

I found this album on Yan Jun’s Bandcamp. It’s a reflection of John Cage’s work, 4:33. He performs 4:33 in different ways. For example, electric guitar in the elevator. In specific, I enjoyed electromagnetic wave of cd player. This piece captured with electro magnetic microphones displayed the hidden audio that isn’t usually noticed. Sometimes I believe we can forget that even our equipment emits sounds and it doesn’t just produce sound when being used. When it’s on standby, the circuits still receive electricity through them. This sort of project displays our hidden sonic world.

Yan Jun (self-titled)

https://yanjun.bandcamp.com/album/-

This project isn’t untitled but self-titled. In similar regard to what Marcel Duchamp says, “title is invisible colour, for me be with no title is using invisible canvas.

I listened to a small extract of the piece as it’s fifty-four minutes long. The piece has an almost generative feeling to it. As if there is a contact mic positioned on Yan Jun’s skin. I’m curious to understand the process of making this project. Why did he do it? What does it mean to him?

Yan Jun – Speakers Have A Right To Die

In this article, Yan Jun, speaks about blowing speakers up intentionally. The reasons why for him are a few, firstly in China where he is from. A lot of the live performance circuit venues have fake speakers that don’t display music properly. They have the same casing as other speakers that are imitating but don’t have the same sound. Yan Jun specifically goes there to blow up these speakers so the owner of the venue has to purchase them. He also speaks about how accepting that speakers will die is a good process for artists to understand that nothing is perfect.

Post Lecture Reflection

Yan Jun begins by showing us his room and space he works in, he spoke about the minimalism of his studio and how important that is to him. He’s used his space for a few things, he organises gigs and performed in his space as well.

Yan Jun speaks on how he has two types of work. One very isolated and concentrated and the other with people. Music for him is something you connect yourself with other people. Music is with others, if not the people in the room then the environment. And this is his physical understanding of music.

He started from electronic music and field recording. Chinese translation of electronic music is, similar to people. They call electronic music people music in china. Since he started to make electronic music they say sit behind a laptop. Table music he finds it? Table music he reassures is what he calls it.

He shows us an example of table music he has made before. Cone speakers on a table, on a foam structure, on a large table with participants. He invited them to watch the speakers.

Since the middle 1990s – 2010s, there was a popular theory of electronic music/ sound art. Table music, calling sound as objects. This created a popular attitude to avoid anything other than sound. To focus on listening, and focus just on sound. No expression, no visual, no text. No sound. That was quite popular and he does agree he was influenced by this and after a while, he starts to change his work.

He shows an example of a performance he’s done in a gallery, a feedback solo performance in Shanghai 2021. In a room with a projection and a lamp. He’s dancing and waving his hands to control how the feedback reacts and changes in live time. 

He’s free from the table now he says, he doesn’t sit on the table. He doesn’t touch the mixer or the instrument. It’s feedback, he touches the air. Feedback between speakers and microphone. 

He goes on to explain that he won’t go into detail about his technical setup. As everyone should find their own. Feedback for him is a tool to connect to the room with equipment. He now creates self-made small electronic machines and there not perfect. It depends on the electricity he says if he plays it in Europe or other countries You have a different standard of voltage and electricity which is much more professional than in china.

He was aware of electronic faults in his work. Some places didn’t have grounding or have no ground. So it affects the sound. Noise always depends on the equipment.

Noise is a contemporary culture he says. He realised he lives in a country of noise. So he almost never plays electronic music in China anymore. And so he tried to play something different and use his body.

He then plays man jun gestures 1. Using his body to control feedback. In a dark room. Different electronic equipment comes on and off it sounds like typewriters, printers. In this piece, he explains he asked photographers to take photos of him. He does slow gestures. And the sounds are from the camera. His movement isn’t a gesture to act, or fixed but improvisational. Interesting that the sound doesn’t come from him. He just moves his body and lets them take photos. If he moves fast and gives them more things to shoot and they will take more photos and the “music” will become more intense. If he stands still they will take more time to frame the photo and take fewer shots. He is conducting in a different way than usual.

He states that he doesn’t agree with John cages idea that everything is music. But in his case, he has to live with this. His music has to share a room with other sounds. It’s either his neighbour or a roommate, so it changed his mind from the pure sound to the idea that sound lives with others.

He then shares a video of him doing table music, this was before he changed his style to his new performative work. He’s effecting feedback between a cone speaker and a parabolic dish with a microphone. He moves his hands to adjust pitch almost like a theremin.

He places a piezo mic underneath a speaker. And tries to influence the sound. He doesn’t move a lot. One day he realised, from the video he is showing us. When he watched it he realised, he looks like he was performing when he moves, so he decided to develop this performative element. It’s not only about sound, or listening he says. This is why we go to concerts, we want to meet people, hear the room. The air, the smell, the experience. 

He speaks on how he sees himself as an artist, not a master of anything. He’s not a craftsman, he’s not a master of playing any instrument, software, voice. He says he tries to be good but he knows to be a master he has to give up something else. But he needs time and energy for something more important than mastering. To him it’s about how does he build a connection, in a small room, a big room, it’s the more important thing for him. Once you find this connection, you build it bigger and bigger. This for him is the meaning of art.

He explains towards the end about his interests in his artistic vision and how he’s constantly jumping and changing, he wanted to share with us this about his practice.

Throughout the Q&A we spoke on the opposite of being a virtuoso. The idea is that being a master isn’t what he wants to be. The idea of being great, rather than seeking this attained expectation of greatness wasn’t what he wanted to do. To him creating is a process of creative reflection, not a desire to become a master or better. As he explained it, to make the audience you perform in front of feel like losers.

I found his lecture really engaging, he had a very laid back demeanour and this allowed me to feel relaxed and take his words for what he truly feels. What spoke the most to me was the long Q&A we had, which mainly focused on the idea of not being a master. Enjoying the creative process, creating for yourself and not just being a master at something.

Seeing as we have an upcoming hand in towards the end of the second year I do feel that this is my current mindset. I don’t really have the interest in becoming a master, I want to enjoy the process. Which I have been for a long time. I’m unsure where I’m going in terms for the hand in but open to exploration is the first step.

Reflect on 2019 exhibition, work/description & catalogue

I’m going to read through the 2019 working/description & catalogue, mainly to gain some insight on previous uses of the gallery46 space in a white cube context and how I can potentially be influenced by others work or on their use of space.

Firstly I felt the description of the gallery in context to be very relatable towards our current group project. We didn’t collectively approach the gallery as a unison or a group vision. Rather instead we decided to create our own response to a white cube gallery context. And this is similar to the 2019 version of the LCC sound art exhibition. I found I agreed with the things written describing their work to also fit ours and in this, there is a similarity.

The one installation that stood out to me the most was ESTHER GAYLE – Bãri (Home). It’s about the combination of two nationalities. Something I can relate with immensely, it’s interesting to see how they speak about this. Speaking that they combine into one to form a union. It’s also using audiovisual work, which is something I’m considering using and have proposed on a few of my initial ideas. I do wish I could’ve seen it in person.