Integrating sounds
Now that we received a video of the game we’re able to start integrating the sounds, this has turned out to be an interesting process. Due to the circumstances of our collaboration everyone in the group has been creating the different elements of the game separately, working from the diagrams and notes provided by the MA group. Although not the best method of collaboration, this has proved to be useful due to the depth of sound required for the game. This way we were able to split the workload and cover a wider spectrum of the game, the draw back to this compromise was a lacking of coherency. There was a general coherency in sound, I believe there is a standardised ‘mini-game sound’ quality. However I feel given more time there could’ve been more coherency. There are three tracks used for the game provided by Pedro, Max and myself. Pedro’s track reflects the style of the mini games, light hearted, synthesiser heavy, playful music. Max contributed a track that provided an appropriate musical backing to the dreamscape of the 2nd level with synthesised game like elements. I feel as though my contribution is the only track that doesn’t have a game aesthetic, I went for a merger between industry and nostalgia, an accurate reflection of the theme of the game, but an aesthetic anomaly. This difficulty was a result of our disjointed collaboration, to remedy this I would have composed with instruments that had a game type timbre and integrated that into the convolution.
Working from the video proposed another level of difficulty as we had recorded and organised our foley as if it would be inputed in FMOD or Unity, by this I mean as single steps and actions. This meant when I came to input these sounds into the video I had to import and arrange individual steps and clicks, a tedious and time consuming process. If I were to undergo this process again from the start with the understanding I have now having seen the full game, I would try to merge game sound with office sound to re-enforce the narrative of the game. This would either mean gradually integrating game sounds into the foley of the office, or integrating office sounds into the dreamscape the connect these two worlds.
We have received the game project file, while I am working on this video to give an overall idea of our sound collaboration, I am going to try and get someone else to attempt to integrate some of our sounds for part of the game using Unity or FMOD. It would be good to integrate our sounds in this way as I believe they would work together better in an immersive and interactive context.