The production phase of the Audio paper
Since I needed to use sound clips from both the Legend of Zelda: Breath of the Wild and Detroit: Become Human in the audio, I opened both games and recorded the parts I needed to record. As I was recording the Legend of Zelda: Breath of the Wild, I noticed that every time I went to a new map, the name of that map would appear in the bottom left corner. It made me think that when entering a new space, it would be a good idea to announce the name of the place with a voice, which would add a bit feel of game and also make it clear that the space has changed.
The first part is set in the centre of a city, which must be a very lively place, with lots of people gathered. And in the middle of the square there will be a big screen with a video on it. I chose the song Delicate Weapon from Cyberpunk 2077 as the source music for this scene because it has a very cyberpunk feel to it.
The second part is the Sound Archive, which I envisioned as a space full of electronic machinery with an electronic screen in the middle. So I chose a low frequency ambient as the base for the ambient sound and added some electro-mechanical sounds on top of that. When the narrative says ‘Soundscapes are divided into the natural acoustic environment and the anthropophony.’ The ambience of the space is transformed into the natural acoustic environment and the urban ambient sound. When I was working on this sound, I was thinking of me in a room with a meadow on the left side of the room, a horse running by and then rain. And on the right side of the room in the street with cars driving by and children playing in the street. The two paintings are standing upright in front of me. When mentioning the natural acoustic environment, the image on the left is enlarged. And when mentioning the anthropophony, the image on the right is enlarged. I feel that this treatment makes the contrast between the two environments more obvious and easier to understand.
The final section is the Training Ground, which like many online games. It’s a practice ground for sound, and the background sound in this section is a practice piece that I produced after learning about the concept of soundscapes. I’m not sure now why I initially chose to create an environment where a city was being blown up. Maybe it was influenced by the 12th planet – the planet doom – in Ready Player One, or maybe it was influenced by the practice mode in the game Overwatch. I remember that the practice mode of Overwatch is also a place of chaotic battles. For this part I used the music is the Oasis by Ready Player One, which is placed at the beginning of this film and introduces the audience to what the Oasis is. The music takes the viewer into a new world in the film, the world of the game Oasis. And in this audio, the narrator is talking about how there is so much more to learn and explore in the field of game sound design.