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DPS 2024

Angels On Oxford Street

Amazingly I was recently given a short film to compose and sound design for. This is my first project where I have had full control. Despite feeling super excited and creatively free, I also found this extremely daunting. Realisation soon hit, that the entire sound design’s responsibility falls on my shoulders. 

However, once I came to terms with this I began my work! Angel’s on Oxford street is a short animated film directed by Paul Shammasian. It is based on a true story – portraying a homeless man on Oxford Street and the message behind kindness. 

With this being a short film, it allowed the studio to create a close bond and connection with the director; which meant together we could get the sound design and film working in harmony. Having the director present throughout the process was such a positive to my sound designing. The director gave me a new level of understanding and perspective on the film. Which I do believe allowed me to see the sound design on a deeper level. Specific details were added in, which really provided a punching edge to the sound. Making it richer and more complex. 

This project overall took around 3 weeks to finish until it went into it’s final mix, which took around 3 days. I felt extremely proud of this piece of work, as it felt as though I had truly spilt my passion into the film. During my placement I have found that it is rare to be able to connect to a project emotionally; which can be restricting from an artistic point of view. Whether this be down to lack of time, budgets, lack of direction from directors or even not having the final picture to work with. However, Angel’s on Oxford Street really ticked all the right boxes; allowing me to be as expressive and complex with my art. Finally, I felt a real connection to the film’s context and morals. 

Amazingly, the charity ‘The Big Issue’ has since got behind this film which will help with funding – meaning it can be sent to a variation of film festivals around the world. Including ‘Sun Dance Film Festival’ and potentially the BFI. Which holds so much positivity for the future and where the movie can go. 

This picture was taken at the first private screening of the movie in Soho. It was the first time I had ever heard my work in a public cinema, which was incredible! 

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DPS 2024

Frameless – DPS 2024

Frameless is the largest permanent multi-sensory experience in the world. It is a public gallery, based in Marble Arch where their concept is taking original paintings and turning them into immersive experiences.

Here I was asked to create an ambisonic sound design for Van Gough’s ‘The Starry Night’ painting. Ambisonics requires a lot of complex work making the sound move around a space. Although I had touched upon this before this was generally something quite new to me – I had to consider the space and the sonic movement of the piece. 

The painting is one of the van Gough’s most famous pieces of work. I felt an enormous responsibility to get the sound just right. I began by studying the painting and where it was set, as this would affect the logical sonic environment massively; making sure everything was historically accurate and environmentally correct. Alongside this, I researched the meaning and context behind the painting. Studying how what I would need to match the mood behind the portrait.

At first, I found that I had made too complex a sound design. My work was far too rich and distracting to the viewer. Taking them away from the painting itself. During this process, I learnt that it is always important to understand a hierarchy of importance to the viewer in any area of sound design… For example, when creating a movie soundtrack, it is crucial to know when to pull back – leaving moments for the screen and vice versa. I discovered that the sound should only accompany the painting and leave as much artistic space for the viewer as possible! Space to interpret the painting as its own. My sound should never force feeling on people, instead leave them to think! 

I found this process so interesting! Despite feeling a huge responsibility towards the legacy of the piece… less is sometimes more! My sound design was eventually mixed into the space and is now being shown at Frameless in Marble Arch! Which makes me so proud. I learnt to take a step back from the “complex”, and it achieved results!

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DPS 2024

Abbey Road Studios – DPS 2024

Today was my first day on placement! Despite the nerves, I was overwhelmed with excitement! I was asked to assist a recording session for a charity Christmas album, at Abbey Road Studios. This was an unusual day’s task in comparison to the rest of my placement; my usual roles are typically concentrated on film and television. Nevertheless, this change presented itself as a new and exciting challenge that excited me! 

Attending Abbey Road itself was incredibly thrilling; having held such an enormous reputation and sense of fame over the years. However, I knew that I had to uphold a sense of professionalism, to get the task done efficiently. It was easy to become overwhelmed and distracted by everything that was happening around the studio, which meant I had to stay focused and committed to my jobs ahead.

During my day’s work, I assisted both the recorder and director of the session with fetching equipment, cables, microphones, and music scores. Although at first glance – trivial, I knew that my orderliness would affect the efficiency and timing of the session. Upon reflection, when recording at such a busy, high-demand studio, time is a precious thing for both the artist and the staff. I found that organization throughout the day was one of the most useful tools to carry. It taught me the sheer pressure you are under when it comes to time. I quickly recognised that creative freedom is not as encouraged as I previously thought!

Overall, I loved my day working at Abbey Road; a slight dream came true. I gained an enormous understanding of the reality and efficiency towards the music industry and recording sessions. The logistics and misconceptions behind how an artist records music for an album!

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Collaborative Projects

Initial Virtual Reality World Idea

Here is my original idea for a virtual reality world. To begin with we all opted to keep the project independent by having our own areas to produce graphics and sounds after first choosing our respective worlds. But as the project advanced, we quickly discovered how much work it would require to finish it within the allotted time. To address this, we attempted to separate the graphics into two parts and pay close attention to the sonics.

Landscape: 

I want the landscape to be set in a huge forest with abnormally large trees. influenced by Rockerfella Forest – California The intention of the piece is to make the player feel so small almost as if it was taken from the POV of an ant. The trees should tower up so high that you can’t see the ends and the trunks should be 10 times larger than any average tree. 

Within the world, it must highlight the beauty of nature by incorporating idyllic sunlight that shines horizontally on the trees. If possible I would like to include fireflies within the piece and birds so large that you almost feel threatened. 

Mood: 

The purpose of this virtual reality is to continue the argument of how technology I blinding us away from nature. When you are walking around the world I would like it to bring a calm presence but a very lonely feeling. The intention is to make the player feel extremely small but in a comforting way where you can admire nature from a new perspective; looking at everything from a larger scale. 

Type of play: 

There will be no purpose to this game except to explore the world. However, to create excitement I would like to incorporate giant shadows and the rustling of trees from above; all with the intention of suggesting that something giant is around you. There could be small ads such as picking up grass or plants however the main intention is to admire the beauty. 

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Collaborative Projects

Ambience

A game’s ambient sound is essential for creating the mood and engrossing players in the game’s universe. These sounds must be straightforward but powerful to avoid overwhelming the gameplay or detracting from the essential experience. The ambient sounds help to the overall cohesion and heighten the immersion by remaining true to the game’s aesthetic. The overall gameplay experience is enhanced by expertly created ambient noises that conjure feelings, give players a sense of place, and help them engage with the game environment on a deeper level. I made sure to adhere to these aesthetic principles and leave room for the reader to form their judgement and feelings.

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Collaborative Projects

Overall

Overall, I found it enjoyable to combine my art with various media, such games and virtual reality. For individual sound designers, working on projects for other platforms, such as video games, can be quite useful. By collaborating with game developers, it is possible to advance the boundaries of sound design and music composition. It offers tremendous opportunities to enhance storytelling, create immersive experiences, and engage a bigger audience, expanding the artist’s portfolio and fostering professional growth. I learned the scope of the sonic work that goes into creating this, and even though in retrospect I think as a group we could have managed our time management more effectively within creating sounds, I was able to develop a general aesthetic without hindrance to story line or in-depth contextual reference, unlike film and television. Despite visual limitations, I believed that the music could be as free and lively as possible, providing a space that was open to artistic expression. 

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Collaborative Projects Second Year

Medicine Within VR

Within the game industry, virtual reality (VR) has shown to be a lucrative endeavour, but its beneficial effects go far beyond simple financial success, notably in the field of medicine. The financial success of VR in gaming has helped to progress technology, making it more inexpensive and available for medical applications, unleashing its potential for game-changing advantages.

Realistic simulations and training programmes in medical are now possible thanks to the immersive and interactive features of VR gaming. Healthcare practitioners can practise operations, improve their surgical techniques, and recreate difficult scenarios in a secure setting by using VR. By lowering the chance of errors, this not only boosts their competence and confidence but also improves patient safety. Because of its financial success in gaming, virtual reality (VR) has drawn great designers and developers who are now using their skills to provide top-notch medical VR experiences, further advancing the technology.

Furthermore, research and development in the area of medical VR have been sparked by the financial success of VR in gaming. This has prompted the investigation of fresh applications that assist both patients and medical professionals. VR offers a non-pharmacological approach to patient comfort and has been shown to be useful in treating pain and lowering anxiety during medical operations. Through virtual reality exposure therapy, it has also showed promise in the treatment of a number of mental health issues, including phobias, PTSD, and anxiety disorders. Additionally, through promoting motor skills, balance, and cognitive function, VR-based rehabilitation programmes are assisting patients in recovering from strokes, spinal cord injuries, and traumatic brain injuries.

AI and VR has so far been monopolised into the use for capitalist profit such as gaming and entertainment. However there is some developments which show human beneficial assets; such as the use it has within medicine. I think despite it’s incredible developments within medicine the capitalist hold it has upon the gaming industry and selling VR for amusement purpose will always overdrive it’s beneficial purposes. 

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Collaborative Projects

Is VR Distracting Society From Global Warming

Our global environment is degrading vastly in front of our eyes. It must be noted that this is a vital part of today’s social injustices. Awareness of global warming deems to be one of the most vital parts of encouraging change and improvement for our future.


However, VR can transport us to these extremely realistic places- broadening the mind in terms of travel, culture, and geographical teachings. I believe that this is a huge distraction from the realities that surround us. Creating an artificial landscape is persuading the viewer what nature should and does look like. This brings a calm sense of settlement for the player as they believe that nature is accessible from the touch of a button (a VR headset). Although we are all physiologically aware that this is an artificial perception of reality it distracts us from looking beyond the screens to the truth and reality of global warming.


I feel this is distracting the narrative for younger generations as the horrifying truth is covered up by a virtual window. It is slowing down the awareness of reality and global extinction and preventing any mediation.


Within our project, we decided to create a futuristic world based on space and an artificially aesthetic environment. Despite this not teaching us about the issues of global warming this does not show an unrealistic perception of the world we see today. The world shows a futuristic purposely fictional environment that can broaden imaginations; instead of showing a glorified reality of our world and natural surroundings. As I look back on the project I feel that it could have been useful to use this platform as an opportunity to at least present a more educational sight on how we can help our present world – encouraging the player to look beyond the virtual reality and towards the outside world.

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Collaborative Projects

Travel Through VR

With the cost of living crisis looming over I wanted to discuss the potentiality that VR can open our minds to travel artificially.

Travel does broaden the mind and we must realize the importance it can have on improving inclusivity and open mindsets in the younger generation. However with the rise of costs and an economic disaster at only a reach away, many are having to sacrifice travel to survive the day-to-day. Virtual Reality has proven that this can transport us artificially to any reality / artificial place. This can help us understand different cultures and traditions from a first-hand point of view. These benefits stretch beyond just opening minds but also creating a sense of inclusivity globally despite the separateness some societies and communities face. VR can also extend time showing different communities over scales of periods; even showing a precision of the future. Expanding our knowledge of historical context and changing our ethnographies on the present day and how we view the world.

Although it is almost obvious this will never be as effective as living in the presence of a different culture and environment; VR must be applauded for filling these gaps temporarily. As well as economic struggle some people may face certain ability issues that may prevent them from traveling – once again showing how VR can conquer this issue.

I believe these are some of the real benefits that VR can uphold in society; improving human interaction with different cultures and traditions – creating a more open-minded society.

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Collaborative Projects

Koji Kindo

Despite the fact these sound effects were not used in the final result; the creation still helped my overall process. Within met sound effects I took aesthetic inspiration from the game composer Koji Kendo. His legendary composition and sound design have made an enduring impression on the video game audio industry. Numerous Nintendo games have benefited from his recognizable tunes and captivating soundscapes. Kondo’s work continues to define the aesthetics of gaming sound, inspiring generations of players and musicians alike with a special blend of simplicity, catchiness, and emotional depth.

When creating my sound effects I wanted to keep the plausibility and realism behind the sonics. However, despite this, I wanted to keep the fun elements that Kindo manages to incorporate within his work. When creating this specific sound effect it was originally for a spell of growing love hearts on the screen. I felt that these sounds kept an auditory playfulness while also matching what was happening on screen.