Sound Design Projects
Takotan Sound Design
May 2019​
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During the development of Takotan, a retro-styled Shoot 'em Up video game, I worked alongside my brother to produce the sound effects for the game. As the game drew inspiration from the Cute 'em Up sub-genre, we mostly aimed for soft and subdued sounds rather than the harsh explosion/ gunfire sounds typically expected with Shoot 'em Ups.
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Information on the composition of the Takotan soundtrack is available here
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Masters Final Project
August 2019​
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During my masters, I undertook a self-led project to find out whether using binaural sound design could result in a more immersive viewing experience of an animated short film; focusing on non-individualised HRTFs to determine whether the use of visuals reduced the sound localisation inaccuracies typically experienced with non-individualised HRTFs.
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Throughout the project, I recorded and mixed all the foley, atmosphere, and dialogue sounds using various binaural microphones and spatialisation software. Participants viewed the animation and answered a survey on their experience, the results of which found that the binaural sound design created an increased realism which led to an overall more immersive experience.
Work of Art
August 2018
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This is a short film made by students at the University of West London. They hired me as their Sound Designer to record all the atmosphere and spot sounds, as well as creating the fantasy sounds effects that can be heard coming from the photos.
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In retrospect, better ambient sounds could have been achieved by spending more time finding suitable recording locations. Due to the project's timescale, I only had one day to record all the different locations around London which meant that most of the ambiences had to be recorded at street-level close to roads. This resulted in very chaotic soundscapes as a lot of vehicle and conversation sounds were distractingly loud in the mix. This could have been improved by finding locations further from the streets (or in building above them) so that more diffuse sounds could have been achieved while keeping the characteristics of the locations.
Helen
October 2017​​
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This is my uni group's final outcome for our Audio Post Production module. Our task was to choose one of five student films, remove all audio, and then rerecord all the foley, spot, and ambient sounds ourselves. We also had to find actors to play the various characters and rerecord all the dialogue via ADR sessions. We chose the film Helen as it had the most dialogue and ADR was something that I wanted more experience in.
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My role in the project was to create the ADR scripts from scratch, and then engineer the ADR sessions using Pro Tools (while another group member directed the sessions, and the others worked on the Foley). Later on, we all worked together to mix all the sounds and finalise the project.
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Looking back, the ADR could have been improved in a number of ways, the most impactful of these would have been to move the microphone further back before recording as, at times, there is too much detail in the voices which makes them sound slightly unnatural; more like a commentary track than realistic dialogue. Giving the actors more time to watch the original version of the film would have helped too as some of the actors found it quite challenging to stay in sync to the original actors.