Monday 25 October 2010

Production log

Production Log


Week one
We started by watching the video game clips then deciding which ones we wanted to do and going into groups. When groups were sorted we re-watched the clip and chose the minuets we wanted to do. The group I am in is doing Resident Evil 5.
Week two
We used the audio from the clip in reaper to get use to the system and understand how to mix and improve audio. And started to make a list of all the sound and dialogue we needed to record.
Week three
We began to record the dialogue for Sheva, Chris and HQ.
Week four
We had finished the dialogue and began to record sound effects such as footsteps on different flooring like metal and wood. Different metal grating, key board typing, metal case opening, paper rustling, water pipe, glass smashing other sounds we will get of the internet.
Week five
After all the audio and sound effects were recorded each of us listened to the recordings and labelled them. After labelling I used Wavsaur to edit the audio. The process we used to this was go into process, convert to mono, mix all channels, convert to stereo and then normalisation but that only converted one file at a time so we converted them all by selecting the folder with the files in and selecting mono5050 then stereo normalize to 1DB and resample44100hz.
Week six
Continuing with editing.

Sound track list

Sound Track List

Red = Sound scape Noise
Black = Player Interaction Noise Section A
Recorded
Foot Step Concrete
Foot Step Metal
Elevator Doors Opening/Closing
Metal Door Sliding
Elevator Moving
Shattering Noise
Acquired
Gun Cocking
Gun Firing
Gun Reloading
Fan Blade Spinning
Water Pipe Leaking
Metal Rumble
Metal Beam Stress Noise
Metal Chain Drag Noise
Electrical Hum
Produced
Action Noise
Ammo Pick Up Noise

Section B
Recorded
Foot Step Concrete
Foot Step Metal
Elevator Doors Opening/Closing
Car Drive
Tyre On Dirt Road
Car Door Open/Close
Metal Case Opening
Keyboard Typing
Distant War Cry
Paper Sound Effect




Acquired
Gun Cocking
Camera Moving Sound
Distant Car Drive By
Wind Sound Effect
Distant Gun Fire
Electrical Hum
Dust and Sand Sound Effects
Produced
Ear Piece Interference

Sound and Dialogue script

Sound and Dialogue Script

Time: 2:06-2:08
Location: In the furnace (Cut scene)
Sounds: Bubbling or gurgling of monster dying and melting away
Time: 2:09-2:11
Location: In furnace (Cut scene)
Sounds: Metal door scraping up and a buzzing sound of an alarm
Time: 2:12-2:20
Location: Outside furnace
Sounds: Footsteps on concrete floor
Dialogue:
Sheva “This thing was responsible for the deaths of alpha team. We need to report this to HQ.”
Time: 2:20-2:25
Location: corridor and empty room
Sounds: foot steps
Time: 2:26-2:28
Location empty room
Sounds: door unlocking and Chris kicking the door
Time: 2:29-2:37
Location: corridor
Sounds: footsteps
Time: 2:38-2:39
Sound: collecting ammo
Time: 2:40-2:43
Sound: Gun reloading
Dialogue:
Chris “Come on”
Sheva “Roger”
Chris “Come on”
Sheva “Roger”
Chris “You grab it”
Sheva “Ok”
Time: 2:52-2:55
Sounds: gunshot, shattering glass and gun reloading
Time: 2:56-2:58
Sounds: footsteps
Time: 2:59-3:06
Sounds: elevator unlocking, doors opening and elevator going up
Time: 3:07-3:12
Sounds: loading screen
Time: 3:13-3:14
Location: elevator leading to garage
Sounds: elevator doors opening
Time: 3:15-3:27
Location: garage
Sounds: Heavy breathing, heavy footsteps and security camera
Music: light but eerie
Time: 3:28-3:39
Location: inside car
Sounds: laptop, car driving off, paper in the wind
Dialogue:
Irving “let’s go”
Time: 3:40-3:49
Sounds: footsteps, shuffling and car door opening
Dialogue:
Chris “I got it”
Time: 3:50
Sounds: brief case opening
Time: 3:52
Dialogue:
Sheva “What was that thing?”
Chris “A B.O.W that scum bad Irving left behind to set us up”
Time: 3:58
Sounds: laptop typing
Dialogue:
Chris “Considering what it did to Alpha Team, I think we’re lucky to still be breathing.”
Sheva “If only we could have gotten there sooner”
Chris “If we had, we’d probably be dead to”
Sound: laptop typing and radio interference until end of conversation
Chris “Chris to HQ, do you copy?”
HQ “This is HQ. Excellent work out there. We’ll analyze the data immediately.”
Chris “This whole town’s gone to hell.”
Chris “The people here they’re acting like those Ganado detailed in the Kennedy report and aside from that, there’s something new, something we’ve never encountered before.”
Sheva “Our transportation has been taken out too. Requesting a mission update.”
HQ “The mission stands. Capturing Irving is your top priority. We believe he may have fled to the mines on the other side of the train station.”
Chris “Wait, we’re the only two left, you want us to go in there alone!?”
HQ “Delta Team have been dispatched and are on their way. They will assist you in locating and apprehending Irving.”
Sheva “But wait, we can’t...”
HQ “I repeat your mission stands. We can’t afford to let him get away. Proceed to the mines beyond the station. Over and out.”
Sheva “This is insane!”
Chris “You ever get the feeling you’re expendable?”
Music: dark and tense
Time: 5:13-5:15
End of chapter scene
Music: calm

Pre-production plan

Game Soundtrack Pre-Production Plan

The sound and music in Resident Evil 5 it set to create an atmosphere that is tense. The music makes the player panic-stricken and keeps them on their toes during the game. The music increasing during fights and then decreasing after the fight could make the player think that every time the music becomes louder and more intense that there is a fight, horde of zombies or a boss fight just around the corner.
Two particular games that show the same type of technique is Amnesia: the Dark Descent and The Grudge: A Fright Simulator music is constantly quiet thought out the games but during certain moments the music gets louder without warning and this makes the player jump and gives a shock reaction. As well as music it is also accompanied by sound effects which add to the shock depending on the game it could be an explosion, monster, screams or weapons and the image on the screen to go with it all.
Another small example is in Left 4 Dead when the player is getting close to a special infected called the Witch the music is a warning. When the player is at a certain distance the music is quiet but the player can hear it as they get closer it gets louder, because the Witch is the most dangerous thing in the game players don’t want to get near her so depending on the environment as well it adds panic when the player can’t she her and the music is getting louder. And finally the sound effects of the Witch growling when the player is close but can’t see her makes it all the more exciting.
The audio interacts with the environment in ways that affect almost every aspect of real life environments by interacting with objects and putting the sound in the game. So when the player interacts with something such as picking up an item or punching a wall the sounds are similar to real life.
During the project I plan to produce footsteps on concrete and metal. I think they it would work throughout the game because there are only concrete and metal floors during the clip. The sound of the elevator doors opening/closing, metal door sliding and elevator moving will be done with scraping objects on metal the different sounds will fit in because not all the metal noises will sound the same. The fan blade, the leaking pipe, electric hum, metal rumble, chain dragging, metal case opening, keyboard typing and paper in the wind I am going to get from household items. Also I can get car sounds, dust or sand rubbing on the ground from places outside.