process of sound production

First script reading

read through the scrip, let the scenario play out in your head, document any and all sound you hear (dialogue, environment, general ruckus) the more thorough the better. Also listen for non diegetic sounds, what sound effects do you hear when the scene plays out in the context of a player?

Grouping voices

group your sounds into categories, balance them out in order or importance (IE voice louder than general background chatter)


Separate the sounds into: concrete, musical, and voice sounds.

Concrete sounds are sounds that fit with the diegetic, for example a clock ticking when a person looks at a watch.

musical is when that sound is played out of context for dramatic effect, for instance theres no clock yet we hear ticking begin to slow down in a time freeze sequence.

voice is pretty self explanatory, just the voice of the characters.


Job searching

today we had a look at the requirements and availability of jobs in our field of study, we gained valuable insight into the kind of salaries we could receive as well as what would be expected of us if we were to apply. it was also interesting to know that the skills we develop during our education don’t necessarily have to SOLEY apply to a job in game/web design.

this then led to looking into housing prices ranging from our local towns, to areas popular to people in our area of study (interactive design/media) such as london and plymouth. the prices are drastically different, london can range from £500 pcm all the way app to £20k ppm where as plymouth started at around the £250 pcm mark. this in coalition with your earnings, is important to take into consideration when budgeting money.

Rethinking “Follow me Folo”

Over the last week i have decided to rethink my approach on developing this game, a lot of the games design and setting comes from inspiration from games such as Limbo, and Ori and the blind forest. the final nail in the coffin for my decision is the fact that OaTBF features a wisp/fairy character that follows Ori, which i previously didn’t notice.

That being said i am beginning on designing another concept which has significantly different mechanics, style and setting. its a lot simpler than my previous idea, which my prove to be beneficial, considering i am learning new techniques (unity/unreal engine) and have yet to have and finalised art style.

In short the story is going to be about a young mans journey to find the source of pollution affecting the towns well. they will progress through the woodland and into the caves where the source lies, meeting multiple character with equally and entertaining dialogue.

A synopsis explaining the game and its characters in detail will follow shortly.