29/08/2023 - 10/12/2023
Kim MinJoon 0353248
Bachelor of Design (Honours) in Creative Media / VSA60304 / Taylor's
University
Project 3
Instructions
Tasks
Project 3 (Silent Movie Audio)
For the last project, we needed to make an audio that was fitted to a gameplay
that was given to us. It was a lot like how audio dubbing worked, reviewing
the footage first, then adding in the sounds to feel complete. But this time,
we were given a selected amount of agameplay that we had to choose from, and I
picked a game I knew, which was "Battleblock Theater".
I made up a brief audio asset list and storyboard that was going to be used
for the gameplay in google sheets.
Audio Asset List / Storyboard
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| Figure 1.1: List of recorded audio |
Progress
I first imported the video that Mr Razif has given us into Audition. I then started out by importing the first few scenes in and trying to get it matched up, expecially the walking sound.
I brought in a harmonica because I wanted to try to make the audio a bit more interesting with some music. I imported it to make it the rainbow sound, and I pitched it up to be more vibrant and happy.
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| Figure 1.2: Harmonica Pitch |
Eventually I imported everything in, but because there were some elements that I didn't bring to the recording room to record the audio for, like water flowing, I had to do it myself, by recording it through my phone. It wasn't very ideal as there were so many background noise, which made it sound static and noisy.
But I added it in, and had to tune it to make it ideal to fit into the audio.
Water Sound Edit
I had to reduce the noise with the 'Adaptive Noise Reduction' effect and then I added in the EQ to cancel out the static. I also thought that there was a hard transition when the water came out, so I slowly raised the volume with the volume controls to make it more subtle. The panning setting was changes as well to make it seem that the character was going through it.
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| Figure 2.1: Water Panning settings |
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| Figure 2.2: Water Noise Reduction |
Big Guy Footstep Sound Edit
For the big fella that come onto the scene, I wanted to make him be more strong and heavy as he is a chunky boy. The same footstep sound was used, but I added in different effects and settings to make it sound different in a way that is comparable to the original character.
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| Figure 3.1: Footstep Denoise |
I added in the noise reduction as there were a bit of weird background noise that wasn't really keen on hearing. i then added the EQ to make the thumps be more hearable and then the pitch was lowered to make it be more strong(?) when thumped.
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| Figure 3.2: Footstep EQ settings |
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| Figure 3.3: Footstep Pitch |
Explosion Sound Edit
The explosion was one of the weirdest sounds to replicate in my opinion. I tried to make the distortion loud but it sounded too distorted that it made it not that great to be used. So with just a little bit of distortion it made it sound like a small explosion but I felt that this kind of explosion was better than a big one as it felt like it was supposed to be a small attack that didn't effect the style of gameplay.
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| Figure 4.1: Explosion Distortion Settings |
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| Figure 4.1: Explosion EQ Settings |
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| Figure 4.1: Explosion Reverb Settings |
The EQ was set to be more bass focused to give it that umph when it explodes. Also reverb was added to give the explosion have time to fade out making it a bit more believable that its an explosion.
Pressured Air Sound Edit
This sound was for the usage of the character going up on this cracked magma blocks that would send him into the sky. I thought that making it be a pressured air spray would fit great into the sound.
I took an axe spray and sprayed it and with that sound, I added in only a reverb and it sounded a lot like how I wanted it to sound.
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| Figure 5.1: Pressured Air Reverb Settings |
Teleport Sound Edit
Teleportation was one of the most unrealistic things in the gameplay so I wanted to make it be more like something that you wouldn't really hear normally as a common sound. I didn't want it to be like a laser kind of sound also as those sounds are really overused for these kind of things. So I used a glass bottle and at the bottom of the glass there are those little texture that makes it have more friction, and I just scraped those 2 bottles together to have this grinding toad sound.
I liked it a lot to the the teleport sound. So I first added in the EQ, making it have more bass, to have that emphasis on the grittiness. Then I added in a flanger to have that alien like sound. But not too much as it really made the sound too weird and not even like the original sound anymore.
With that, i pitched it up to be even more unrealistic and funny sounding. Lastly, I finished it off with the reverb effect to give it that final touch.
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| Figure 6.1: Teleport Pitch Settings |
Final Outcome















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