Pete Sperring’s Online Presence


Video Games/Killzone/Halo/Gears of War
February 4, 2009, 8:04 pm
Filed under: Interesting Stuff, Music for Digital Media

In 2008, 409.9 million units/games were sold to consumers. This was an 11% rise on sales the year before. Despite a downturn in the economy, the video game industry was still able to expand. I have watched the rise of the gaming industry closly for some years, and in my opinion, its growth mirrors that of Hollywood. We’ll see good and bad games released of course, but more games will be made than ever before, and that means more sound will be needed for them.

I was reading this article in Edge magazine recenetly on the scoring of the soundtrack to Sony Entertainment’s long awaited “Killzone 2″. The article focused on the 28 minutes of music for the games cutscenes. The score by Joris de Man was initially expected to be fleshed out in MIDI by the games sound designers due to time constraints, however Sony wanted “a triple A title to have a triple A soundtrack.” This led the sound design team to Abbey Road, ultimately realising de Man’s score orchestrally over two days. Nowadays the tendency of games designers to use real recorded audio soundtracks is becoming the norm for big titles. MIDI is still a possibility for the in-game sequences however, mainly due to its ease of use, and thus easier to trigger or build in intensity given in-game events. I realised that I already knew this, and in fact had considered it years ago.

Killzone 2 performed in Abbey Road Studio 1

Killzone 2 performed in Abbey Road Studio 1

Game music is all about triggers. I realised this playing the original “Halo” on the Xbox some years ago. When you walked into a room, a beat would start. As you walked deeper into the room certain progressions would add more and more instrumentation, gradually building to a climatic score that would never drop… Until you open the door to the next big set-piece. I remember being deeply impressed with the way the music had not only reflected my style of playing, but also how it had seemed to drive me forward, forcing me to advance in the level so that I could hear the next musical progression. In terms of pacing my gaming experience, it could not have worked more effectively. When I spoke about the Wall-E soundtrack in a previous post, I mentioned that music had to lead the actions of the character because of the lack of dialogue. The music in Halo achieved the same effect; it told the viewer/player what was about to happen.

I thought to myself what other game music had had a similar impact on me pacing wise, and one game that stuck in my mind was “Gears of War”. I decided to look into it, and found the sound designers had also used an orchestra to drive the score. There is an interview with the composer here if anyone is interested in reading it. I also came across this video which talks about the sound design on the sequel, “Gears of War 2″ which I think you should watch because it features an interesting approach to coming up with sound effects for games.



welcome back…
January 26, 2009, 7:36 pm
Filed under: Dear Diary..., Music for Digital Media

Hey everybody.  I thought I’d finally put up the post that I half wrote during the xmas period.  Mainly this post is the result of watching too many films, but more importantly Wall-E.  Most of you have probably seen Wall-E by now, and would probably agree that it’s fantastic in every sense of the word.  If you haven’t seen it, you need to go out and buy it right now, and read this post at a later date.  On the DVD or BLURAY if you have the capital to invest in such technologies, you will find an interview with Ben Bertt, the four time Academy Award winning sound designer who worked on Star Wars, Indiana Jones, the list goes on…

Wall-E, Disney DVD/Bluray

Wall-E, Disney DVD/Bluray

The interview is essential viewing for any self respecting sound designer in my opinion.  He goes through every stage of the process which he took during making the soundscapes and character sounds for the film.  The most interesting part for me however was not to do with Wall-E at all,  but Disney.  During the early days of Disney’s musical animations, the sound designers were faced with a huge challenge; how to get the sound effects in time with the music.  Normally for a film, the sound designers would record outside sounds, or get them from a sound library, but these sounds would not fit to the music.  Disney’s sound designers took it upon themselves to solve this problem…  They wanted sound effects that they could control in time to the music, but more specifically, they wanted sound effects that they could play along to the music!

Before beginning the lengthy process of recording the sounds of Wall-E (he recorded over 2500 sounds, which is a lot when Star Wars only needed around 1000), he visited Disney’s sound studios.  What we see, is effectively a museum, filled with machines that were built to ‘play’ sound effects which Disney have preserved even though they are not used any longer.  These machines would sometimes require multiple people to operate, and could replicate the sounds of trains, cars, the wind, thunder, etc.  The sound designers had built machines to create noises.  I was reminded comically of Luigi Russolo’s intonarumori (which were fortunately destroyed in the second world war), which I thought would probably have pailed in insignificance to the Disney machines! Anyway, the result of the visit to this museum inspired Ben Berrt to create sound effects for Wall-E in a similar way; by playing them.  Of course he did use many other techniques as well, my favourite being the dragging of a boxing punch bag along a carpeted corridor for the sound of the wind!

Another special feature, an interview with the films musical composer Thomas Newman, was also of great interest.  He describes his methods of compostion in relation to the film.  He says of the film that because it featured very little dialogue that he found himself having to tell the story with the music.  Every movement of the characters had to be prepared for by the soundtrack.  He goes on to say that when there was no cue to each movement, that the story of the film didn’t flow.  In a way the audience knows what is about to happen because the music is leading them in that direction.  I know that in my cartoon task the music mainly followed the action on screen, however I feel that if I had seen these interviews before hand I would have had a totally different approach to the cartoon.

Anyway, I’d thought I’d post this up incase it inspires any work or rework of the previous tasks. Or any work at all…
Happy New Year Etc so on.


Cubism > Music
December 6, 2008, 2:47 pm
Filed under: Music for Digital Media

Hey people.  I thought I’d just show you which painting I’ve chosen to do for the latest task.  I’ve chosen “Girl Before a Mirror” by none other than Pablo Picasso.  Maybe Picasso was an obvious choice in the cubist stakes, but I dont care.  I like the picture and I can see how I can turn it to music.  Anyway, here’s the picture.

Picasso's "Girl Before a Mirror"
Picasso’s “Girl Before a Mirror”

 I’ve had a few ideas so far.  The picture kind’ve dictates to me what the score should be.  We see a beautiful girl, perhaps pregnant, staring into the mirror.  However, whilst the left hand side of the image shows us this girl, the right hand side where the reflection is located reveals a darker side of her personality, almost as if the beautiful image is just for show, and within she is a troubled soul.  Maybe we all see a troubled soul when we look in the mirror, but then maybe I’m thinking too much about it.  Anyway… The score I have decided should reflect this, reading left to right, starting off with a beautiful, almost majestic style, but after reaching the halfway point taking a darker turn.  Thinking back to Murch’s score for THX 1138, and subsequently inspired by it, I am going to reverse the first half of the score, as if the music were also reflecting in the mirror, and then compose over the top of the new reversed soundtrack.  Once reversed the music will have an eerie feel anyway, and so should be relatively easy to evolve into an overll darker piece.

The lines throughout the picture, such as those on the girls closes and the diamond wallpaper should dictate the way the instruments swell in and out of the composition.  I’ve made a simple flash video of the painting with a line that scrolls across the painting like a playhead, so this should enableme to follow the lines more accurately than if I were to simply imagine a scrolling bar.

I’ll post the results/video up as soon as I’ve got a rough demo together of how it all sounds.

Peace.x



THX 1138 4EB
November 25, 2008, 4:54 pm
Filed under: Dear Diary..., Music for Digital Media

True believers…  I finally got round to getting hold of THX 1138 on DVD. I’m a big Star Wars fan, and I’ve wanted to see it for years. I have to say, after watching it last night, it’s a great movie.

THX 1138 4EB

THX 1138 4EB

I of course watched it primarily for the sound design aspect which in my opinion is first rate.  The DVD release has obviously been given Lucas’ Star Wars treatment i.e. The film has been re-mastered with a few new effects shots, but largely the visuals are untouched.  The sound I imagine was also re-mastered, but I would imagine it largely resembles the original cut.

One thing I did notice whilst watching THX 1138 was that whilst the score reflects the atmosphere and mood of the scenes, the sound effects did not entirely match the actions depicted.  There were several shots in which actions on screen has no audio counterpart (for example a cupboard door being closed would not slam shut).  This I found quite interesting, especially after doing the foley work on the Jurassic Park clip, in which I matched every action to at least one or more sounds.  I can only deduce that this was intentional in THX 1138 in order to expand the feeling of well oiled non intrusive dystopian furniture.  With this in mind I decided to watch the original sound to my Jurassic Park clip.  Again I noticed that not every action was mimicked with a sound.  I’m sure this was not the case during production, but it seems that only key hit points have been accentuated during the mixing stages, perhaps not to overcrowd the soundscape of the kitchen.

Another thing related to the sound in THX 1138.  After comparing the escape sequences in the original 15min student movie and the full 85min feature film,  I personally think that, although un-refined, the soundtrack to the student film is more ‘on the money’.  A real sense of disorder is felt as the dystopic administration panics to bring THX-1138 to justice.  In the full length movie it feels relatively calm by comparison.  As a whole though, the full length movie provides much richer soundscapes, and the dialogue spoken by the funeral director for the robots is spot-on, eerie and oddly calming.

Blessings be on you.  Buy. Buy more. Buy and be happy.



Jurassic Foley
November 17, 2008, 7:29 pm
Filed under: Music for Digital Media
Hello there.  After showing the work off this morning I thought I’d upload a copy of the video and explain how each of the sounds were made.  Using about four different logic projects I got the sfx together. In case you aren’t aware, the scene I have chosen is from Jurassic Park; the bit where the two children are being stalked by two Velociraptors. It’s quite an ambitious scene perhaps, but that’s partly why I chose it. The other reason being the sound design element. I wanted to ‘create’ some monster sounds for the dinosaurs.
Here is the video bounce of the finished sfx track. Although at this point it is missing a singular pot knock off and the childrens screams. Enjoy…

CLICK HERE TO WATCH THE SFX VIDEO

VELOCIRAPTORS
I wanted the Raptors to have character i.e. individuality, but at the same time they had to have lizard like qualities. I decided to record the screeches with a human voice to give it that ‘animal’ quality. I recorded a friend making various animalistic sounds and then compiled these into ‘phrases’ so that each movement of the dinosaurs would be characterised with an emotionally equal sound. In order to give the Raptor a distict vocal ability, each sound they make ends with the same croak sound, which could be explained my a loose flap in the vocal chord maybe, who knows. Also, because in the film the Velociraptor is compared to a ‘six foot turkey’, I decided to add the sound of a chicken. And then just because I could, the Wilhelm scream is in there too. Most of the sounds I recorded were pitch shifted to some degree.

FOLEY WORK
I decided that I wanted to record all the sounds that would feature in the clip for real, rather than merely download something from the Freesound Project or some such website. In this way I would be able to get the exact sounds that I wanted. I figured if sound design was an important element of the task, you can’t really design a sound if you download it. So I set up my laptop in the kitchen at home and enlisted another of my friends to throw things around whilst I recorded the sounds and directed his actions. I would recommend doing so to everybody, as building towers of pots and pans and smashing them down is actually a lot of fun. Fortunately the kitchen is not joined to next door or the neighbours may have complained however. I recorded various smashes, and each pot/pan falling individually. The ladle rolling on the floor was achieved by spinning a pot lid so that it rolled on its edge. Most of the pots and pans in our kitchen now feature slight dents but it was worth it as the sounds I achieved work really well. The natural reverb in the room was almost perfect, so it meant I would not have to add any to the sfx track later on.

MOVEMENT
I recorded various hand slaps, foot steps and foot scuffs on the floor so that I could simulate the children crawling around. I then recorded my friend rustling his clothes so I could combine all these elements to give the scene a real sense of movement. The childrens breathing noises were all performed in time to the video.
For the Raptors footsteps on the floor, I wanted something that sounded heavy, but also fleshy. When one Raptor is walking on top of a cabinet, the footstep sound was that of an oven door being closed. This worked perfectly in my opinion. The sound of the Raptors walking on the floor was a composite of a knife striking the worktop in the kitchen, a loaf of bread being punched and a tea towel slapping the floor. The wrapping on the bread gives it a squelchy feel which implies the Raptor is an oily creature perhaps.

MIXING
Overall I had four separate audio tracks for the overall sfx. 1/ Velociraptor vocal track, 2/ Children moving and breathing, 3/ Velociraptor foot steps, 4/ Pots and pans smashing. I synced up each one separately, so it was not until I had finished each one and put them all together that I found out how it actually sounded. I do think that this gave me greater control over the whole environment and as Julio said in the lecture, that’s how it would be done professionally.
Without a shodow of a doubt I could not have achieved the quality and variation of sounds unless I had recorded them all personally. As I say, it is definitely worth putting the foley time in to get the sounds you need. Leave me a comment and let me know what you think. I personally am pretty pleased with the result.

When I have finished the music track and mixed everything properly I’ll upload another version and explain the process etc.

Peace. x

 



Good composers borrow…
November 4, 2008, 1:32 pm
Filed under: Music for Digital Media

Seeing as most people seem intent on wasting their degrees, and we ran out of lesson time, I thought I’d upload the rough version of my advert for everyone to see.  I’ve chosen the Smirnoff “Sea” vodka advert from a year or so ago.

I didn’t really have a direction at first for the music in the ad, other than that it should sound vaguely Russian like the product.  I remembered the phrase “good composers borrow, great composers steal” which Julio has mentioned a few times in our seminars.  With this in mind I decided to re-work an old song of mine from a few years back.  Thus I wanted my song to morph from the rock genre into an epic orchestral march.  I simply replaced the guitar line from the song with strings and slowed it down.  It instantly took on the epic feel that I desired.

As the advert plays on and events unfold, I felt that the piece should increase in tempo to heighten the tention.  The good thing from the workshop today is that I definitely feel my score has good form.  There is a clear beginning, middle and end to the piece.  A slow start, which speeds up during the middle, and then slows back down at the end.  This speed change was something I was weary of as I remembered the original advert doing the same thing, but after listening to the original soundtrack again, it doesn’t gain speed, it gains in instrumentation.

With regard to branding, outside of the march theme to the score, I was quite pleased with the ‘logo’ in the final sequence.  It has a slightly eerie feel to it, but matches the on screen text in that is is very clear.  The whole point of the ad campaign was to point out Smirnoff’s purity.  The logo I felt should reflect this, and so I kept instrumentation and sound effects to a minimum whilst the logo sounds.

This is not the finished product as of yet, the sound effects on the hit points need to be added.  The water sound that is there at the minute is merely to give an impression of the final product.

Let me know what you think.  Also, if anyone is interested in hearing the original song that I wrote years ago, let me know and I’ll put it up here on the blog.

Enjoy.



Close Encounters vs. The Shining
October 21, 2008, 12:33 pm
Filed under: Music for Digital Media

Over the weekend I watched Steven Spielberg’s “Close Encounters of the Third Kind”, and Stanley Kubrick’s “The Shining.”  The two films had a very similar score; high pitched strings with no particular melody line. In Close Encounters, Williams has used these strings to convey the tension in scenes where there is extra-terrestrial involvement, but said beings are not actually displayed to the viewer.  In the same way as Williams score to “Jaws”, the viewer experiences the tension aurally, and to see the alien visitors/shark is not neccessary.  Ultimately though, in Close Encounters, Williams is simply highlighting on screen stimuli provided by flashing bright lights.  The Shining’s soundtrack by Krzysztof Penderecki, is very similar aurally, but is used in a totally different way.  It forces the film into periods of extreme tension in scenes where very little is happening.  An innocent conversation becomes a stressful event.  The score alone has transformed the mood of the scene.

I thought back to my Persona video and how I could use this technique to add to the video.  Originally I had used mostly low frequency sounds to provide a tense atmosphere that was building to something.  Having seen the two films at the weekend, I think it would be a good idea to add some high strings.  The lack of a melody would increase the tension in the clip tenfold.  Previously, I had quite a weak melody line towards the back end of the clip and I realise that if anything, the strings I had added, might as well not be there;  They add very little to the clip, emotionally or aurally.



Persona critique Part 1
October 6, 2008, 4:56 pm
Filed under: Music for Digital Media

Before the playthrough of my clip today, I was fairly happy with the results of the direction I had taken.  I knew it needed more work, but now I feel it needs a lot more work.  Julio refered to my piece jokingly as ‘soup’.  I found this particularly amusing as my diet has mainly consisted of soup for the past week or so.  You are what you eat.

He was right though.  I set out to create a tense atmosphere and a sense of pace as if the video were building to something bigger.  For this reason I wanted a lot in the lower frequency range.  I realise now though that I need to increase the frequency range somewhat so that the video becomes less of a dirge.  I wanted my clip to sychronise with the sound as much as possible because I wanted to take advantage of the audio-visual contract.  I really like the fact that if you are watching something, you’ll believe any sound associated to it, as long as it’s not out of place.

With regard to strings, I wanted them fairly simple, as midi strings tend to sound fake.  But after seeing the options to vary the strings today in Logic I will definetly be making more of the strings in my clip adding some in higher octaves without hesitation.  I do already have a few sounds in much higher frequencies but they didn’t seem to come through in the playback today.  In fact, the volume of the whole soundtrack seemed to be quite low.  It definelty needs to be louder.

The one thing I am proud of so far though, is the sound effects.  I didn’t want to use any clips or pre-recorded sound samples, and so set out to make the sound of the reel to reel myself, with my own recorded sounds.  By recording myself shaking various types of objects, I managed to get some recording that sounded like something was spinning round.  I love foley, so it was important for me to do this.  Also, I really wanted to use sounds that had no relation whatsoever to the reel to reel tape player.  Using some clever delay I managed to use part of a snare drum sample, and then layered on a live recording of me shaking a box of cotton buds.  I think the two sounds combined were really effective at producing the sound.  I think I will add more unrelated sounds to the video and see what else I can get away with.




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