Thesis Proposal
http://designingsound.org/2018/03/29/lets-test-3d-audio-spatialization-plugins/
8/28/19
Thesis Proposal Form + notes
Name: Dexter Stein
1. What is your area of focus for your thesis research?
a. How can audio cues provide equally or a more powerful game-to-player communication?
Audio can be used to communicate in effective ways to result in a holostic reaction from the audience/user
in comparison to visuals, haptic feedback,
“interaction“
uni-directional communication
Quote
Intro
End with thesis
Background
Defense if audio exceeds over visuals or visuals fail
Motivation for piece
Background of audio process
History of Call and Response
Examples of audio being the only way communication
Music/Foley effecting mood (Movie )
Videogame example (Hyperreal example)
Non-game example
Discuss Project
Decisions/direction of audio
No visuals
Conclusion
EXAMPLES
Pre-electronic
Foley
Lyrics
Emphasized words
Greek Chorus
Unison lyrics
Lyrical expression
call and response
African-American music
“Democratic participation relating back to religious rituals and public gatherings brought to America through work songs” (slavery)
Modern Rock Green Day East Jesus Nowhere
Queen https://www.youtube.com/watch?v=lkbP5OPQhdQ - 1985
Shout! - Isley Brothers 1959
Noise/Audio Based Indicators
Horns - trains, cars,
Sirens
Elevator dings
Amphitheaters -> immersive audio/amplification
Blind artists
Touch
Texture
Form
Audio-narrative Lego instructions
detail descriptive
visual indicators (animation and UI)
slow wind up animations
Lights/flashing
Markers
UI
Arrows
Auditory examples
3D audio directional sounds in relation to simulated space
Anime like sounds (usually in conjunction with a visual)
Dialogue
In character guidance (quest direction or “take cover!“)
Poor examples: Kotor 1 and Zelda explained controls
http://www.game-feel.com/?page_id=2 ——— https://gamifique.files.wordpress.com/2011/11/2-game-feel.pdf
page 23 “tv speak“
“Real-time control of virtual objects in a simulated space, with interactions emphasized by polish.” (51)
Output (55)
Game Feel elements (104)
● Input—The physical construction of the device through which player intent is expressed to the system and how this changes game feel.
● Response—How the system processes, modulates and responds to player input in real time.
● Context—The effect of simulated space on game feel. How collision code and level design give meaning to real-time control.
● Polish—Effects that artificially enhance impression of a unique physical reality in the game.
● Metaphor—How the game’s representation and treatment change player expectations about the behavior, movement and interactions of game objects.
● Rules—How arbitrary relationships between abstracted variables in the game change player perception of game objects, define challenges and modify sensations of control.
2. Please provide 3-5 artists whose work inspires you or that you plan to research as part of your thesis work.
a. Michael Land (Monkey Island dynamic music)
b. Janet Cardiff (Binaural walks)
c. Mike Niederquell (God of War sound designer)
d. The Owl Field 3D story telling
3. What type of work is your thesis project? (Game, installation, ARG, etc.) AND What technology needs does it require? Will you be using your own technology or Becker’s resources?
a. An interactive VR experience. Vive (currently no plan on using the controllers, but need headtracking) or blindfold with gyroscopic trackers, a microphone, preferred if it was Becker’s as I don’t own a VR headset.
4. Describe your project idea and how it ties into your thesis research in 1-2 paragraphs.
a. Sight is the most common use of sense interactive media uses for feedback to give the user. The idea is to make a narrative based situation where the participant does not have any sight. The game’s information to the player will be done exclusively through audio cues while the player’s input will be done through head movement and noise.
b. My original thoughts were to have the participant captured by a comical scheme gloating villain where the player’s input can interrupt and derail the monologuing and get his goons involved. The interactions are my main mission for this project. Depending on time and student interest multiple endings/outcomes could be implemented
5. Describe your planned presentation method for your thesis project, (keeping in mind the gallery showcase at the end of the year).
a. I could see the presentation of the participants space including props that could be in the villain’s space. I.e. captors chair, whiteboard with doodles of villainous plot, etc.
6. Please list 4 major project milestones for your interactive work for this semester. (You may also want to list your milestones for next semester but clarify especially where you want your project to be at the end of this 3-month semester)
a. First 3 month goals
i. Script rough draft
ii. Microphone input recognition
iii. Working binaural emitters
iv. FMod framework
v. Interaction planning
b. Second quarter
i. Microphone input distortion
ii. Finalized script with dialogue paths
iii. Voice Actor recruitment + beginning of recordings
iv. Sound emitter movement plan
v. Finalized FMod Unity framework
vi. Interaction framework
vii. Physical prop planning
c. Third Quarter
i. Microphone functionality done
ii. Finalizing VO work + cleaning and trimming
iii. Dialogue flow in engine done
iv. Sound emitter movement paths nearly done
v. Physical prop prep
d. Fourth Quarter
i. All physical items acquired
ii. Emitter paths done
iii. Polish and testing
7. What are your project needs as far studio teams (ex- 2 artists, 3 programmers)?
a. 1 - 2 Story writers/game designers, 3 - 4 programmers, 1 animator? (moving emitters to emulate movement), 1 – 2 audio designers, 1 producer.
Findings:
https://frost.ics.uci.edu/ics62/BasicsofSoundDesignforVideoGames-MichaelCullen.pdf
https://www.youtube.com/watch?v=u163wC6mP2A
https://www.soundguys.com/3d-sound-how-it-works-21733/
https://soundclass.weebly.com/6-spotting-for-sound-design.html
Sounds: Goon commentary, drill, clapping, insects?, fire/flare, sharp things on glass, pouring water, chewing, whooshing, subtle indicating dings(?) for items presentation, machinery,
Deadline for script
Drop the villian -> audio playground