Sonic Design / Final Project: Gameplay Audio

23/06/2025 - 27/07/2025 (Week 10 - Week 14)

Isabel Tan Xen Wern / 0355602 / Bachelor(hons) in creative media / Taylors University

Sonic Design / VSA60204

Final Project: Gameplay Audio


JUMPLINK

Introduction

Progression

Final Submission

Reflection


INTRODUCTION

Figure 1.1
MIB (21/04/25)


Progression 

Figure 1.2
Sheet(14/07/25)

  • I listed the necessary sound effects and ambiance needed in a Google sheet, with an idea of how I imagine it to sound.
  • For the ambience, I used the starting sound from Fireboy and Watergirl as a reference.
  • I asked ChatGPT for ideas on how to make the sound, as that was what Sir recommended.

Figure 1.25
Audio Storyboard(14/07/25)


Figure 1.3
Recording Studio (15/07/25)
  • Sir allowed us to use the recording studio for this project.
  • Bringing our own props as preparation.

Figure 1.4
Recording Studio (15/07/25)

  • After finishing the recording, everything is compiled into a zip file and sent to my computer.


Figure 1.5
Raw Audio(15/07/25)


Figure 1.6
Ambience (21/07/25)

  • Choosing the part of the recording that suits the game and layering the sounds.


Figure 1.7
Adding EQ and echo (21/07/25)

  • Considering the 'ting' sound is in a cave, there should be an echo.


Figure 1.8
Chorus(21/07/25)
  • To create the static sound of electricity using the plastic rustling.

Feedback: The ambient blowing sound is not natural; it can be heard that someone is blowing.
Edit the sound to pitch lower and the chorus of the blowing.
separate the other sounds in the main as different tracks


Figure 1.9
Chorus for ambience(22/07/25)
  • Sir did this for the ambience portion during the feedback session.

Figure 2.1
Inserting the audio(26/07/25)

  • I imported the gameplay video as a reference.
  • I adjusted the timing of the audio and the positioning to make sure the audio matched the video.
  • I edited the audio for each track.

Figure 2.2
Audio modifications(26/07/25)
  • These are the modifications I made to each track.
  • For the ambience, I double edited because I wanted to pitch it lower and distort the sound a bit more based on Sir Razif's feedback session.

Figure 2.3
Edited Tracks(26/07/25)




Figure 2.4
Audio Journal(26/07/25)





FINAL SUBMISSION

Figure 2.5
Final Audio(26/07/25)


Figure 2.6
Final Video & Audio(27/07/25)




REFLECTION

This final project has to be the most time-consuming and difficult project of this module. I originally thought that it wouldn't take as long as it did, but I was proven wrong, as just recording the sounds in the recording studio took almost an hour per person. Editing the sound, like adding EQ, reverb, pitch shifter, and more, took me at least 3 to 5 hours per track on average. It was difficult to figure out how to edit the original audio to match the electrical obstacle or the explosion, or the coin elements. I did layering, editing, pitch shifting, echo, and everything to test the audio result, which is why each track took a long time. It honestly made me very frustrated to get the audio I was going to be satisfied with. Regardless of all that, I think this experience has taught me a lot, from being able to find ways to create a certain audio, getting to experience using the recording studio, to exploring different tools in Audition, learning what tools can create what type of studio, and more. It was interesting to do this as I have seen many videos of the behind-the-scenes of animations where people would create their own footstep sounds with sand and a boot, I just never thought of the effort put in right after when it is time to edit those recordings. Overall, I still enjoyed doing this project, minus the time-consuming part.



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