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A Look Back…

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Final Thoughts

Final major projects can be a scary thing. About three months ago, I handed in my FMP for the Master’s Degree I was studying, Interactive Media Practice. It’s funny because it’s both an incredible relief but also a huge worry. Suddenly this thing I’ve been working on for three months, is over and you’re left with just a waiting game and the wonder of “well, what do I do now?”.  So, because this was a while ago, I thought writing my feelings on the whole thing would  allow me to get my feelings, frustrations and experience on my time doing my FMP down in one place.

I was quite lucky because I had a clear idea of what I was going to produce from even before the Master’s degree started. I know there were a few people who had no idea what they wanted to do, even upto the very end of the whole degree. My entire goal for doing this degree was to allow me to gain skills necessary to enter the videogames industry as a sound designer and with that in mind, my FMP was to create a sound design portfolio of linear and interactive pieces. Linear pieces I had a fair idea of how to go about that, having done some composition for visual media before, the interactive pieces was the main part I was very worried about. Producing interactive pieces would mean learning a fair amount of new software, I wanted to cover as many bases as possible.

I essentially came to university most days and took advantage of the libraries late closing time, stayed until around 8-10pm working on the linear trailers. When I wasn’t at uni, I was working on another part of the portfolio, a sound-based mobile app for children. I tried to structure my days to make sure I got everything done in time.  Once I felt I had enough content in each piece I’d move onto the next thing, with the intention of going back to them later to refine them. The project as a whole, I am quite proud of what I produced, I essentially created twice the amount of content I needed to, we were supposed to create 6 deliverables and I made 12, the same goes for the accompanying thesis, I wrote 15,000 words when it was supposed to be 9000 words. It is funny looking back on it now though as there would be things I would do differently and even looking at the quality of work, I know I can produce higher level content now.

Things I would change? – I would probably of dedicated some time to creating a custom-made level using assets from the Unity or Unreal store to seriously boost my work for the industry, in doing that however my project would have perhaps looked a lot different, being more focused on a singular thing delivering the 6 requirements in one project, rather than producing 12 pieces of different content. That actually is something I’m developing now, a custom level with my own sounds.

On the project as a whole, I do find I become obsessed with them. My undergraduate FMP and dissertation I put in a serious amount of hours each week and honestly felt uneasy when I wasn’t working on it. This FMP was no different, I again became obsessed and thought of little else while I was putting it together. The Thesis was quite a challenge as it was more of an academic commentary rather than a research topic like it was in the undergraduate degree and I guess that sort of mentality pays off, as I got a 1st for the FMP overall as well as the thesis. Towards the end of it there was a slight air of stress, which I imagine is normal, but because I was constantly making progress I was quite comfortable during the whole thing, well, a side from when Xcode decided to not work, you know because, Xcode.

I knew this project was going to be a challenge, whenever it comes to things like this I always want to do the absolute best I can, more than the best I can. I become a little obsessive in a way, I know exactly what needs to be done and I focus solely on getting it done. Luckily it actually paid off and I got the mark I was after. Now the hard thing is deciding on what’s next, but the good outcome is being able to see where you were at the beginning of the project vs at the end, for me anyway, it was night and day, now, I’m moving towards the dawn of what’s next.

 

Follow Me On Twitter @Fenderbee

Minor Update

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What’s occurring?

So, things have been a little busy…

I’m currently working on two freelance projects, applying for jobs, sharpening my sound design skills and I’ve updated my portfolio a little bit. I’m still working on my own sound design pieces, I’ve got a short Destiny 2 piece in the works, I know it’s probably not a great idea to do something so popular, that has amazing sound design, but I came to that realisation after I’d started so now I want to finish it. just as a bit of fun, and I tell you what, it’s a challenge. Whether or not it will show up in my reel is a question I’ll have to answer later.

So in regards to the site, I want to publish content fairly regularly, especially these blog posts. I’m also looking to do some article style pieces which I will be posting on Medium. I have the account all set up to go, just need to find time to write.

That is the biggest struggle I am having atm. So, I work around 35ish hours in three days at my “day job” in order to pursue this career. So far, it’s going pretty good, as I’m involved in some interesting projects that could potentially lead somewhere. That being said, I’m in a catch 22. I want to be very honest and open, working so little on a p/h pay rate, means money is very tight. Something I imagine we can all relate to. My main concern is that I want to buy a gaming spec PC to run Unreal Engine, and really take a deeper dive into using Fmod and Wwise, but that means working the day job more, which means I’ll have less time to pursue sound, which is a scary thought, now that I know what I want to do, I want all my effort going in that direction. I’m stuck between holding out or picking up a few extra hours at work.

We will see how this works out, I do however have a fun idea for a blog series, which I will announce soon.

I’m also steadily updating the website, making it a little more fresh and appealing. Hopefully, that will be done by next week,  some links on my site (such as to my twitter) may not be set up.

 

Until then friends,

 

Follow Me On Twitter @Fenderbee

Guess who’s back, Back again…

By Food for thought, Uncategorized

Nope, It’s not Ben Affleck as Batman In the Matt Reeves movie, I’ll Believe that when I see the trailer (please let it happen though).

So, it’s been a couple of weeks…

I have been taking it a little easy, as well as, fixing a major internet problem at my new house. BUT! ladies, gentleman, animals of all ages, now that’s fixed I’m starting up this super hot rod and going 85 on route 66! (Nope, I don’t know what that means either).

What I do know is now that I’ve got working (Quicksilver fast) internet again, I can start on my new sound design projects I’ve got in mind as well as get my CV out to as many places as possible and finally…find a job I love. which is what is important.

I’ve got a few other things in the works…but more on that later!

until then!

Follow Me On Twitter @Fenderbee

Finishing Line

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So it’s essentially the final countdown now, honestly, I’ve spent time basically making minor changes to my work and getting it to a point where I’m happy with it, as well as conducting a little extra research on my UX portion of my final project.

This week I have been getting feedback on my Reel, which includes my interactive pieces, Cube, and survival shooter, Sunday will be spent applying those changes and then in the evening editing together another reel. Monday I want to put my Thesis together, go over it one last time and make changes to improve it further.

I feel as though I’m in a good position, I have time to still make these minor changes. It’s been quite the journey.

That being said, it is far from over as I am going to continue my use of this site, its blog and also, I have a few ideas for the future, which I will put out my ideas for later on.

 

 

Follow him on twitter @fenderbee

Fmod Music

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Last week I spent time learning more about music in Fmod and implementing it into a Unity project.

By the end of the week, I had conducted a test to see if a small piece of music would work within the Viking Village environment found on the Unity store, which partially worked. I learned about using triggers in Unity to activate an Fmod event. I also learned further on setting up Fmod parameters, to adjust music volume for example, then manipulating that from within Unity.

 

I have now also finalized my work with Wwise and Cube, and have now put together a 1min reel for my website in order to start applying for jobs.

 

This week I will focus on implementing a procedural piece of music which is controlled by various triggers within the unity level.

Follow him on twitter @fenderbee

lnteractive Music (Wwise)

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Last week I spent looking at Wwise 201, which deals with music composition within video games and making a score adapt to players gameplay. I’ve now come to regret not going through Wwise 201 sooner, as I’ve now discovered another layer of love for the Wwise middleware program because of its musical capabilities. I also regret not doing this sooner as I now want to create a huge adaptive game soundtrack.

 

Wwise essentially makes it possible to create music that is different every time but also holds some sort of structure. If you have music that is 8 bars long, and you create several other pieces which fit, you can have Wwise play each musical “chapter” if you will, in a random order, making a new song every time. This ‘chapter’ can be further broken down into an instrument by instrument basis. If you export each instrument separate from your music DAW you can create playlists with each instrument in. This allows each instrument to have different takes, variations on melody or arpeggios, building rhythm sections. This can then all by randomised by Wwise! meaning your Chorus, Bridge etc. can sound different every time. But, if you want to keep a building rhythm, for example, Wwise can also keep that particular instrumental structure intact, allowing the rhythm to build whilst other instruments play random takes.

I found myself listening to the music provided for the lesson on repeat for ages because it kept changing and the amount of variation kept me from getting bored.

 

Before goin through wwise 201 I had composed battle and exploration music, which consisted of an 8bar loop which I made a variation of, 8 tracks in total. Now I want to completely rethink this,  If I can somehow find the time I want to create some sort of dynamic score, that being said, it’s a HUGE endeavour. If I can’t manage to make it a part of this FMP I will certainly develop one straight after, I’ve actually been putting together an idea for a game myself, however that’s a story for another time.

 

 

Follow him on twitter @fenderbee

Getting Interactive

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Last week I finished putting sound on Cube, This week, I am taking a deep dive into interactive music. Following on from what I’ve learnt in Wwise 101, which deals in implementing sound effects, I am now exploring Wwise 201 which focuses heavily on interactive music. Honestly, it seems very daunting atm as an interactive composition is a totally new area, and it’s a lot more complex than I anticipated.

 

 

 

Johnny Likes pinacoladas and dancing in the rain

Follow him on twitter @fenderbee

Science of Sound, History Of Sound

By Uncategorized

Last week I started doing research into the history and science of sound. In order to fully grasp the process of sound design, it’s important to know exactly what sound is, otherwise, I’m missing a very important fundamental about the area of work I want to be in. The sound is energy, it can be best visualised as throwing a rock into a pool of water, and watching the ripples move out away from where the rock landed. Air works the same way, and the effect creates sound.

I have also been looking into the history of sound with film. I believe video games are an evolution of film so film sound origins are very relevant to the field of video games. Moving image and sound have always been paired together, even before films and built in sound. Orchestras were used to emote to silent pictures on the screen, this helped create a viable commercial product for the audience, the emotion from the music tether the audience to the screen.

I’m also half way through putting sound on the Cube game after I’ve implemented my sounds, I will then mix them to ensure they are at the correct volumes and then look at creating some interactive music.

 

 

 

Johnny Likes pinacoladas and dancing in the rain

Follow him on twitter @fenderbee

The Work So Far…

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So this week I’ve uploaded all of my work that I’ve so far produced. These are all heavily works in progress. I also have an app that I’ve made and I am currently doing research into its viability as a product.

I honestly had a serious moment of self-doubt on Thursday…I was questioning my design to follow this sound/music path, I didn’t feel like I knew what I was doing at all.

I decided to just make some music, what ended up happening was I had a piece and decided to randomly drop it into the opening cinematic for Hyper Light Drifter… and I sat there and actually felt emotion. now it may not be the best piece in the world, I am still working on it, but where it was randomly placed I felt it fit and worked quite well.

I’m now sending off my works to an industry professional for some advice on where to go with them from here.

This week I will be recording my own sounds for use in the Wwise + Cube implementation, the first version of this I am aiming to be done by the end of the day on Thursday, with music too.

Below are what I have so far…

“I’m Robbing the Bank!”

Follow him on twitter @fenderbee