Foley sound design is using a series of physical objects to create various sound effects, this is where we do not use any electronically generated sound. I have a great understanding of Foley sound design after watching a series of videos about the method and I have been able to use the knowledge gathered to create a detailed sound plan detailing the sound effects I need to create and what items I will be using to create the sound effects. Foley design is for creating organic and realistic sound effects that can be used in movies, TV shows and games. It is important to use Foley sound design because you get a realistic and life-like sound effect compared to a computer generated sound effect, this is beneficial when you want to create a detailed sound effect. Foley sound is produced by experimenting with a series of objects and deciding what combination of objects are best suited for a certain desired sound.
Pace / Rhythm
Crescendo - louder
Diminuendo - quieter
Accelerando - faster
Ritardando - slower
Examples:
Sonic drowning - gets faster creates panic
Crazy taxi - one pace to speed up the players adrenaline, dictates play style
Mood / Tone
Mood can change in game e.g. sad to happy etc
Tone is usually consistent e.g. Motif, Scene
Timbre - how it makes you feel
Major - happy
Minor - sad
Soundscape - all sounds together e.g. footsteps, talking, soundtrack
Examples:
Sonic - coin collection major, Coin loss minor
Pokémon - battle music changes to minor
Diegetic / Non-Diegetic
Any noise created inside world = Diegetic (Footsteps, talking, object sounds) (GTA radio included)
Any added sound not from world = Non-Diegetic (Added Music)
More fear or realism if no music added over a segment of gameplay or cutscene
Examples:
Resident Evil 7 - Diegetic walking, talking etc
Spyro - about escapism so uses Non-Diegetic sound
Fidelity/lack of fidelity
Does the sound / audio match what we see on screen e.g. If a gun is fired, a loud bang is expected to be heard this is fidelity
Parallel / contrapuntal
Does the sound match the feeling of the scene eg sad scene = sad music
Examples:
IT - Parallel
Marley & Me - Parallel
Five Nights At Freddie's - contrapuntal
American Psycho - Contrapuntal
Reservoir Dogs - Contrapuntal
Audio Adjustment - Distance Construct 3
After doing some research I came across two sources explaining how to program positioned, distanced audio into Construct 3. The first source was a Construct 3 forum page that explained “how to use the audio position parameters correctly in relation to an object distance from the listener point” (Construct 3, 2021).This went through the steps that were needed to be carried out in order to correctly use and program in positioned audio based upon the distance away from an audio source. The forum explained how I can add an emitter source to the layout and apply positioned audio functions to each source and apply different Inner and Outer angles as well as a Roll-off factor that ensures the audio decreases as the player moves away from the object. This research was very helpful in building up my knowledge on implementing distance variable audio to Bob The Blob. The next source I looked at was a demo in Construct 3 that featured a simple demonstration of the code needed to implement the distance effect to the game, “It makes a sound that changes its volume with distance” (How to construct demos, 2023). What I took away from the .c3p file was that you can implement a system that determines the position of the player and chooses the appropriate audio source. In this example it was a speaker. This can be achieved by using a global variable that records the position of the player and then compares the audio sources to allow it to pick the closest object, at which point the audio will play. As the player moves closer the audio volume will increase, this is achieved by using a secondary audio file at a higher volume. I have decided to use the second research source as I believe that this practical demonstration will help me effectively implement this feature better than the vague explanation on the Construct forum. An example of the implemented audio adjustments will be available in the experimentation tab.
Bibliography
Construct 3 Forum. (2021) [SOLVED] DECREASE SOUND RELATIVELY TO OBJECT POSITION [Website]. Available from: https://www.construct.net/en/forum/construct-3/how-do-i-8/solved-decrease-sound-169933 [Accessed 6 December 2023].
How to construct demos. (2023) Changing Sound Volume With Distance C2/C3 [Website][Construct 3 File]. Available from: https://howtoconstructdemos.com/changing-sound-volume-with-distance-capx/ [Accessed 6 December 2023].
Rockstar Games - https://www.rockstargames.com/careers/openings/position/4984123003
Although Rockstar Games do not offer an internship they do often look for new to the industry workers and almost no degree is needed to apply for entry level or any level job roles. For example, I found this role for Vehicle Artist at Rockstar North.
As you can see little qualifications are needed to be able to apply for this role, so this would be perfect if I decided to not go to University and go straight into a job role, although I would have to relocate to Dundee to be able to work at Rockstar North. I really enjoy playing the many Rockstar games that there are ranging from GTA, Red Dead and I am really looking forward to the release of GTA VI. Rockstar offers an array of perks for their employees, but most importantly the most relevant and prominent plus is that you will be working with some of the best people in the industry. In summary, an entry level job role at Rockstar games will be easily achievable because I would have built up my knowledge throughout this course and will be working with game engines such as Unreal in my second year. Although, I would feel that these job roles are heavily applied too so I would have to set myself apart, so University may be a first step before moving into a well-known studio.
London Studio - PlayStation Studios - https://playstationlondonstudio.com/internships-2023-design/
At London Studio they offer an internship program in almost every sector within the industry. I chose to look at the game design internship as this is what I am most interested in. The internship requires minimal understanding of game engines, modelling and other industry standard software. However these skills are not required as you will be learning as you progress through the program. The most desirable characteristics they are looking for are the following:
The internship program comes with many bonuses, these bonuses include working on an AAA title to expand my portfolio and the internship can possibly lead to a full-time job placement. The studio is based in London so travel to and from the studio will not be a problem. This internship is easily achievable and will not require me to go to university because training is offered on site and no previous qualifications are needed, only a passion for games and games design is needed. London Studio offers a large amount of benefits for their employees these are too long to list here, so a link is here: https://playstationlondonstudio.com/benefits/
Insomniac Games - https://insomniac.games/our-future/
Insomniac Games offer an internship program for students who have finished University, so to be able to even apply for this internship I would have to complete a degree at university and then relocate to America. The Insomniac Internship will involve me working with the team at the studio and helping them by aiding them with their work. I will also receive training and a fully paid program to solely increase my knowledge. Most of the time Insomniac keeps their internships on for full time work. The employees get a wide range of benefits and perks, for example, On site gym, $10 PSN, Discounts on the PS store and health benefits, as well as more. https://insomniac.games/benefits-perks/
Insomniac Games has two studios in America, Burbank CA and Durham NC, so this would require a relocation to either one of these locations.