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Contents - baaad.org€¦ · 3 4 EXHIBITION 1 First Exhibition Showcase For the physiology aspect...
Transcript of Contents - baaad.org€¦ · 3 4 EXHIBITION 1 First Exhibition Showcase For the physiology aspect...
Contents Introduction (Themes and Ideas)...................................................................................... 1,2
First Exhibition Showcase......................................................................................................3,4
Jonty Lees, Duncan Long (Contextual Research).................................................5,6
Digital Render, (Making Process)......................................................................................7,8
Jenny Holzer, (Contextual Research).........................................................................9,10
Digital Render, (Making Process)..................................................................................11,12
Contextualising the Render, (Experimentation)................................................13,14
Digital Spray Stencil, (Making Process)......................................................15,16,17,18
Text as Image, (Making Process)..................................................................19,20,21,22
Image Preparation, (Tutorial).........................................................................................23,24
Second Exhibition Showcase..........................................................................................25,26
Video Making (Themes and Ideas)......................................................................................27
Audio/Visual Resource, (Tutorial)......................................................................................28
Video Making, (Making Process)................................................................................29,30
Grand Theft Auto, (Themes and Ideas).........................................................................31
Jean Luc Godard, (Contextual Research)....................................................................32
Video Making, (Making Process)....................................................................................33,34
Third Exhibition Showcase..................................................................................35,36,37,38
Jack Foley, Alfred Hitchcock, (Contextual Research)...............................39,40
Amnesia the Dark Descent, (Themes and Ideas).............................................41,42
Foley Making, (Making Process)....................................................................43,44,45,46
Audio Resource, (Experimentation)...........................................................................47,48
Lindsay Seers, (Ikon Gallery Exhibition).................................................................49,50
Fourth Exhibition Showcase............................................................................................51,52
Joseph DeLappe, (Coventry Biennial Exhibition).....................................................53
Akira Yamaoka, (Contextual Research).......................................................................54
Field Recording (Summary)................................................................................................55,56
Halo 4, (Themes and Ideas)..............................................................................................57,58
Field Recording, (Tutorial).................................................................................................59,60
Field Recording, (Experimentation).............................................................................61,62
Surround Sound, (Summary)...............................................................................................63,64
Battlefield 1, Assassins Creed 3 Themes and Ideas).................................65,66
Surround Sound, (Making Process).............................................................................67,68
Recording Sounds, (Experimentation)......................................................................69,70
Hito Steyerl, Haroon Mirza (Contextual Research).........................71,72,73,74
Fifth Exhibition, (Immersive Side)........................................................................................75
Audio Resource, (Themes and Ideas)..............................................................................76
Themes and Ideas (Degree Show................................................................................77,78
Video Making (All Techniques Included)...................................................................79,80
Final Degree Show..................................................................................................................81,82
Initially, the themes and ideas that I
was leaning towards was how game
design exhibits violent behaviours
within the users. Although my main
study is now based on the evolution
of sound in digital gameplay. I start-
ed off primarily exploring the game
design aspects of a digital game. For
example the visual, narrative and
sound; seeing how these features
of a game exhibited violent behav-
iours/ mental health within the us-
ers.
Introduction
However, throughout my research I noticed that my theme was
becoming phycology based rather than art based. So, I began to
narrow my topic and started concentrating on a single feature
of game design, such as the sound aspect of a digital game. As
I wanted to highlight the significant of sound in digital gameplay.
Throughout this process book, pages, 3 to 26 are aimed at the
phycology aspect of video gaming. Whilst pages 27 to 82 is based
on the audio of video gaming.
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First Exhibition Showcase
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For the physiology aspect in gaming, I searched and found a negative
twitch image along with other negative depicted images in gaming. The
purpose to why everything was combined into a large poster, was to
highlight my key concept much quicker. Evoking that digital gaming has
a negative side in all aspects, therefore conveying awareness. The
context behind the included multiple images was to make the viewer
contemplate on what was I going on. Similar to artist Jonty Lees.
Awareness Poster on Violont Game Development
Awareness Poster, Gurvel Bhakar, Digital Illustration, 2019
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Through Leaves, Jonty Lees, Video installation and sculpture, 2007
‘''You and me (we'll always have Norwich)''.
Jonty Lees work elicits attractive immediacy. As when witnessing Lees artwork
such as the imagery or objects, there is a compelling involvement from the viewers
eye to slow down and watch his artwork in silence. Creating a puncture in the view-
ers eyes and to an extent manipulating the viewers perspective.
Jonty Lees
Jonty Lees works with video, installation and sculpture.
Long conveys that creating artwork in a digital medium in the contemporary
world is effective than other mediums as its easier and quicker. Furthermore,
its sustainable and developed attracting the viewers eye because of the re-
alistic end product.
''Spiritual Matters'', Duncan Long, Digital Illustration,
John Grant, (2004). Digital Art for the 21st Century indicates that artist in
the contemporary world have the control to articulate their work using digital
gears dissimilar to past generations.
It can be used to replicate almost any other medium such as print, acrylic paint,
watercolour paint and photography.
Duncan Long
Basic Sketches to Detailed Renders
I began to sketch images depicting negative thoughts and rendering them. The
purpose for rendering the drawn images was to include extra detail. As the red
coloured background indicated negativity and danger. Furthermore, the ren-
dered images associated to the visual side in digital games, as most games had
colour and were rendered. Similar to the artist Duncan Long as he highlighted
how digital medium is effective, leaving a greater realistic look.
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Digital Render, Gurvel Bhakar, Digital Illustration, 2019
Jenny Holzer
Jenny Holzers Powerful Gun Violence Projections
‘‘''VIGIL'',Jenny Holzer, photography, 2019
In 2019, the artist Jenny Holzer displayed light projected messages onto the
face of large buildings in New York's famous Rockefeller centre. The purpose
of location was incisive by Holzer giving her a larger audience as the area was
filled by people witnessing her work. Furthermore, the large building surfaces
assisted Holzer in increasing the text size to cause consideration and aware-
ness for the audience.
They ask the questions that only survivors can ask‘"I was so outraged. How
do you buy a gun at 11 o'clock in the morning and shoot your wife in the after-
noon?"
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Second Render
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Digital Render, Gurvel Bhakar, Digital Illustration, 2019
Contextualising the Renders (Experimentation)I experimented with the renders adding more context to the image. I included
a newspaper depicting why digital gaming is not healthy and the American
president pointing, highlighting his political views as he is not in favour of
aggressive games. The purpose was to evoke a deeper meaning behind the
rendered image, as I wanted the viewer to understand were I was I coming
from. I aimed to manipulate the viewer by supporting the render with real
life evidence consequently making the viewer contemplate.
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Contextualised Render, Gurvel Bhakar, Digital Illustration, 2019
Digital Spray Stencil (process)
I decided to contextualise the im-
age. To do this I opened up an-
other image onto Photoshop. The
sketched image was of an individual
playing a game. Conveying a deeper
meaning behind the rendered image
and seeing that it related to digital
gaming.
Blended Digital Spray Stencil
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Digital Spray Stencil
I started off by sketching related drawings to negativity. In particular I sketched
an image of a young teenage boy pulling out a gun from behind his back. Highlight-
ing intimidation and negative concepts to the viewer. I chose certain colours which
symbolised a significant meaning, such as the colour red depicted danger and vi-
olence to the viewer. Furthermore, the rendered image related to contemporary
video games such as GTA, which involves gun violence.
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Digital Spray Stencil, Gurvel Bhakar, Digital Illustration, 2019
Text as Image (Process)
In the Text as Image process I sketched an image and uploaded it onto Photo-
shop. Next, I rendered the drawing with a typography text background. The ty-
pography was vital in terms of highlighting my key message in a different way.
Furthermore, the text was a short statement which was easy to comprehend by
the viewer and synchronised well with the render. Highlighting the visual aspect
of gaming. Similar to the artist Jenny Holzer.
''Your Preception of Me Is A Reflection of You''
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Text as Image, Gurvel Bhakar, Digital Illustration, 2019
Preparing an image on Photoshop (Tutorial with Catherine)
In this tutorial I acknowledged how to present and print an image from Photoshop
in depth. Starting with the Image Size and making sure that resolution was set to
300 for the best quality. Next, I learnt about specific file types, such as saving
an image to a TIFF file. This was useful, as the TIFF file was specifically used for
printing large scale images. Furthermore, this benefited my renderes in terms of
printing them to large scale with good quality so that the viewer could see and
comprehend.
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Work in progress, Gurvel Bhakar, 2019
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Second Exhibition Showcase
For the second exhibition show-
case I printed out all my previous
created renders, on glossy pa-
per. I chose glossy paper because
I wanted to generate a sleeker end
product, which worked effective-
ly. Each rendered image highlight-
ed the same key message but in a
different way, etc text, colour and
scale. As it was essential for the
viewer to get the concept either
way.
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Visual Gameplay Posters, Gurvel Bhakar, 2019
Video making Ideas (Tutorial with Ana) Audio/Visual Resources (Tutorial with Luke)
For the exhibition 3 showcase I had booked a tutorial with Ana for ideas about
developing a gameplay video with mainly sound leading the narrative. One of the
ideas Ana highlighted to me was having a still image with multiple sounds in the
background relating to the visual image. In addition to suggesting having a black
screen with only sounds conveying interesting visual concepts in the viewers
minds. Highlighting the audio feature in games is just as significant then the visual
in immersing the user into the video.
In relation to producing the video for
the exhibition, I started looking for
ideas about the display set up. Creat-
ing a stronger correlation towards my
theme. I attended the AV induction and
witnessed how Ana and Luke installed
and set up AV equipment.
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Video Making, (Making Process)
In my first video making process I used Videopad, which had equipped sound tools. I
started of noting a creative narrative concept. The concept that came in mind was
based on horror/crime scene, as sound merged well with horror genre in creating
tension and suspense for the listener. Overall the main reason of the video was to
highlight the importance of the sound feature as throughout the video the sounds
told the story to the viewer.
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The Killing, Gurvel Bhakar, Video Making, 2019
Created Sounds, (Click on Link)
Grand Theft Auto, Trevor Shoplifting scene
The scene starts off with a Midshot of Trevor pulling out a gun and firing it vi-
olently into the cashier owner. Forcing the listener to hear repeated diegetic
sounds of gunshots. Following with non-diegetic sounds of female screaming.
Why? Because the creators want to create tension and suspense for the user
so that they feel immersed as much as possible.
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Grand Theft Auto 5, (Click on Link)
Grand Theft Auto 5, Rockstar Games, 2013
Jean luc Godard
The French film maker Jean-Luc Godard was born in 1930 and is well known for
his bold and influential films.
The diegetic sounds were directly recorded in the coffee shops and hotels were
the exact scenes were taken. However, the only produced sound after was the
non-diegetic sound of ambient music created by Michel Legrand. Synchronising
both the scene and sound efficiently, as this compelled the viewer to carry on
with the scene.
Cafe Scene, (Click on Link)
Vivre Sa Vie, Jean Luc Godard, 1962
Second Video, (Making Process)
Digital Ocean Spray Stencil
For my second video, I repeated the same idea and process. However, I developed
a different theme. The concept that I was going for was basing my sounds in,
above and around an ocean. This benefited me in exploring with different sounds
seeing what worked well and what didnt. The raw sounds such as the winds noises
endured a sense of realism for the listener, immersing them into the video more.
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Going through the emotions, Gurvel Bhakar, Video Making, 2019
Created Sounds, (Click on Link)
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Third Exhibiton Showcase Short Audio Movie
For the third exhibition showcase I decided to have a sleek but simple
stand for the television to be placed on top of. I painted the stand in
black as it wasn't flamboyant and didn't attract the viewers eyes as
they were engrossed into the television screen.
However, after witnessing my finished display I felt that the television belonged
on a suitable surface. As the video I was making was based on the significance of
sounds in video games. So therefore, I decided to get a lower table, level to an in-
dividual sitting in a chair. As this correlated more to my theme, since game users
normally interact and listen to video games sitting down in comfort.
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Sound Gameplay, Gurvel Bhakar, 2019
‘ ''The Killing''‘ ‘ ''The Killing''‘ ‘ ''Going Through the Emotions''‘Sounds Used
Crime/Ambient Piano Music
Running footsteps
Squeaky Door Noise
Police Sirens
Male Shouting
Female Screaming
Loud Gun Shots
Sounds Used
Underwater Noises
Whale Noises
Strong Winds
Boat Noises
Crow Noises
Wave Noises
Scene Discription Scene Discription
On a rainy cold night, an unknown man jumps out of his car and speed walks into
a petrol station shop. Opening the swinging door, he points his gun at the cash-
ier women, wearing his balaclava mask and intimidates her by shouting. Moments
later we hear the women screaming with a gunshot following shortly after. Sec-
onds later we hear police sirens from the distance.
In and around the large deep blue ocean, we hear an arrange of sounds. Starting
with heavy underwater sounds such as whale noises. Followed after by sharp
strong winds above the ocean. Next, we hear the sounds of a creaking wooden
boat floating on the surfaces of the ocean. Shortly followed in the far distance,
crow noises up high in the big blue sky.
The Killing, (Click on Link) Going Through the Emotions, (Click on Link)
Jack Foley
The establisher of Foley sounds, Jack Foley created the technique. Foley sounds would
be included for detail. For example, sounds of splashing water, cupboard doors open-
ing and slamming, fragile glass breaking, running footsteps, stabbing fruits or meats
and more. The reason being to why Foley sounds are best included is, so the creators
have the control over the quality and timing of the specific intended Foley sound.
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Jack Foley, (Click on Link)
Hitchcock Psycho Shower Scene - Stabbing Sound
Psycho Shower Scene, (Click on Link)
Psycho, Alfred Hitchcocks, 1960
In this scene it was difficult to create a sound with a sharp knife stabbing human
flesh. So, Hitchcock came up with the idea of stabbing a large melon. Since there
was a large outer layer of fruit for the knife to go through. He emerged this
sound with a large piece of steak, creating the perfect fixated Foley sound for
the stabbing scene. Giving his audience a realistic match, immersing them into his
scene even more.
Amnesia: The Dark Descent, (Themes and Ideas)
This is displayed as they want the user to be compelled and feel engaged with the
game as much as possible; so that they can continue with the narrative. Both non
diegetic and diegetic sounds of this clips create intimidation and fear through the
user as they are the ones in control of Daniels life.
Image (Video clip on Amnesia: The Dark Descent)
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Amnesia: The Dark Descent, Thomas Grip, 2010
Amnesia the Dark Decent, (Click on Link)
In relation to my dissertation, ''Jahmel Coleman coveys that sound is better suited
in video games rather than being equipped for films. As in video games the user
is interacting through the authentic narrative and seems to be more immersed
rather than viewing a screen. Elaborating Coleman highlights that it's less pres-
sure to view a horror film than it is to interact in a horror video game. As its cre-
ators and designer concept is to exhibit the user's persona, whilst being immersed
into the game.''
Third Video Making (Foley Sounds)
For my next video I used the concept of cre-
ating my own scary 10-minute video game with
only using the sound feature. The recorded
Foley sounds added interesting ambient inno-
vative sounds, giving the listener extra detail.
As experimenting with my previous videos, I was better equipped to using the vid-
eopad software. For example, I was well advanced in using the tools. Furthermore,
these created sounds and effects added interesting visual narrative concepts
in the viewers minds.
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Created Foley Sounds, (Click on Link)
Work in progress, Gurvel Bhakar, Video Making, 2019
Sounds Used Sounds Used
Bong Sound (Foley Sound)
Cardboard Boxes (Foley Sound)
Cupboard Slams
Door Handle
Squeaky Door Slam
Draws Opening
Footsteps
Glass Jars (Foley Sound)
Heavy Quick Breathing
Heavy winds
Water Drips
Knocking Doors
Key Sounds
Metal Bars (Foley Sound)
Metal Dish Banging (Foley Sound)
Ambient Male Sounds (Foley Sound)
Heavy Footsteps (Foley Sound)
Page Turnings
Rattling Metal Cage
Rolling Metal Car (Foley Sound)
Rubbing Glass Window
Unlocking Doors
Zipping Bag
‘ The Escape ‘
Plot Summary Plot Summary
The main protagonist Joe controlled by the user wakes up in cold dusty room, not knowing how or where he is. His mission is to try and escape from the haunt-ed bleak mansion. The anti-protagonist (The Beast), looking for his every last step. In certain rooms there are hidden hints and clues waiting to be taken ad-vantage of. Will Joe Escape or will he end up like the rest of them?
The Escape, Gurvel Bhakar, Video Making, 2019
The Escape, (Click on Link)
Audio Resource, (Experimentation)
For the fourth exhibition I wanted to experiment with more of the AV resource
equipment. This time I wanted to narrow down the equipment to audio instead of
visual; as this correlated towards my theme more. Also opening up a new dimen-
sion for the sound to be listened to.
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Lindsay Seers
Care (less) 2020
Ikon Gallery Exhibition
I placed on the VR headset whilst sitting down next
to the sculpture. Experiencing an almost out of body
experience. This was because I was immersed in the
narrative through the headset, I felt like I was in age-
ing body. The AV headset gave the user a different
dimension. In terms of viewing and hearing different
emotions.
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Care (less), Lindsey Seers, Video Exhibition, 2020
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Fourth Exhibition Showcase
The viewer interacts with the piece of work by listening to the sound
through headphones. Whilst the viewer is listening, they will be com-
forted by sitting in on a soft chair. Relating to general gamers as they
would interact sitting down to games. furthermore, the AV headset
immerses the listener even more into the video.
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Sound Gameplay Interaction, Gurvel Bhakar, 2020
Exhibition at the Coventry Biennial
GTA USA Gun Homicides‘
The creator Joseph DeLappe highlights people shooting each other in
broad day light. Non diegetic sound is played of a repeating soundtrack
of Kate Smiths 1938s God Bless America. Conveying realism and irony for
the viewer making them contemplate about the work even more.
Joseph DeLappe ''Im very pleased that Elegy is being featured at these
exhibitions.''‘‘
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GTA USA Gun Homicides, Joseph DeLappe, Exhibition, 2019
Akira Yamaoka (Video Game Composer)
(Themes and Ideas)
Akira Yamaoka, born in Japan is highly known from the digital horror game Silent
Hill. Yamaoka's soundtracks involved an array of sounds such as rock, metal and
ambient. Yamaoka sounds elicit intensifying manipulating for the audience, as his
intentions were to keep the listener compelled to carry on with the gameplay
narrative.
Akira Yamaoka - ''I wanted it to be unpredictable: maybe during a big scare I cut
everything out, and maybe if nothing was happening at all there would be a lot of
sound.''‘
My Heaven, (Click on Link)
Silent Hill, Akira Yamaoka, 1999
Field Recording refers to the process of using recording equipment to capture
particular sounds the user wants around any area of the world. Once recorded
the original sound can be used in video games, films adding a dimension of realism.
Field Recording (Sound Process) In relation to my dissertation, ''The Psychology of Sound in Video Game, (2019).
Depicts how audio in digital gaming is influential as other characteristics. In par-
ticular the visual and narrative aspect, without sound digital gaming wouldn't be
the same. As different types of sounds can seem to cause manipulation, inflict-
ing different emotions through the user both physically and mentally.
Halo 4 Recorded Gun Sounds
Using the Field Recording Process
In the video the creators use the Heavy Turret rifle but before firing
they reload the rifle numerous of times to capture the sound of a re-
load animation audio. At the same time set up microphones are placed all
around the weapon. This is done to capture the slightest detail to add
realism into the game so therefore the user feels immersed into the
game.
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Halo 4, Neil Davidge, 2012
Halo 4, (Click on Link)
Field Recording, (Tutorial with Ana)
For my audio video it was vital that I explored the idea of field recording. The
process involved an Olympus LS-100 recorder being turned on with connected mi-
crophones and headphones. The microphones were attached to different parts
of clothing. This picked up detailed sounds, such as footsteps, voices and heart-
beats. This was incisive as the slightest of details were developed with extra
depth, triggering emotion for the listener.
After recording the user could con-
nect the recorder to a laptop or
computer, which later the user could
either manipulate the recordings or
keep them raw.
59 60
Sound Recording, (Experimentation)
Field Recording Process
Field Recording is a technique used in video games to create a better experience
for the listener, immersing them into the game as much as possible. The process
involves audio recording equipment used outside a recording studio. As the ob-
jective is to capture natural sounds. I recorded wind and rain sounds in an open
space as it created a sense of realism for the listener immersing them into my
audio video.
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Created Field Recording Sounds, (Click on Link)
Work in progress, Gurvel Bhakar, Audio Recording, 2020
Surround Sound Summary
Surround sound is technology which is fixated into video games and cinematic
films. The reason being is so that it improves the quality of sound for listeners.
The process involves sound technology such as speakers which are specifical-
ly positioned by the creator in a 360-degree radius.
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In relation to my dissertation, ''Timothy E. Roden, Ian Parberry, David Ducrest,
(2005). In the online article Narrative based audio only games, evoke that dif-
ferent sounds should be issued as much as possible to assist the user thus, to
create more engagement between the user and game.''
Battlefield 1
Example of Surround Sounds in the Video Game Battlefield 1
The user stands next to small house on fire and slowly turns 360 degrees,
evidently hearing the sound of the fire switching from the viewers left ear
to the right as they switch sides. Evoking emotion and realism for the listen-
er, therefore immersing them into the video as much as possible.
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Battlefield 1, Johan Soderqvist, 2016
Battlefield 1, (Click on Link)
Assassins Creed 3 (Video Game)
Surround Sounds used in Gameplay Trailer
As the camera focuses on Ratonhnhakton the main (protagonist), he gets onto his
horse and rides into battle. The sound of bombs going off around him, left to right
creating surround sounds to the viewer. Consequently, creating an immersive ex-
perience for the user.
Assassin's Creed 3, 2012
Assassins Creed 3, (Click on Link)
Video Making, (Experimentation)
(Using the Surround Sound Effect)
Surround sounds are traditionally used in mod-
ern video games and films, as the main purpose
is to create a stronger correlation between
the listener and the game.
For example, on the, Heavy Breathing Sounds, I decided to experiment with by click-
ing edit and using the surround sound tool. This was to add an interesting depth to
the sound to manipulate the listener in immersing them in.
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Created Surround Sounds, (Click on Link)
Work in progress, Gurvel Bhakar, Video Making, 2020
Recorded Sounds, (Experimental Process)
I had experimented with the technique and process of Foley sounds in fur-
ther depth with a range of different materials. As my audio video was going
to based on a horror theme, I tested and recorded relevant materials. This
was to enhance extra attention and detail for each sound to induce the
listener in as much as possible.
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Recorded Sounds, (Click on Link)
Work in progress, Gurvel Bhakar, Audio Recording, 2020
Hito Steyerl
Hito Steyerl displayed her 23-minute large video screen installation in a huge
black surrounded area space filled with illuminated grids. Factory of the Sun was
based on how imagery and technology can be utilized for observation and control
of part of a population. As the video contains a range of clips on dance videos,
digital video games and news reports. The dark surrounding was astute in con-
trolling the audience to focus on the screen rather than anywhere else.
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Factory of the sun, Hito Steyerl, video installation, 2015
Haroon Mirza
Lectures in Theology, 2020
24-channel electrical signal, Stainless steel, hi-fi speakers, carpet, LED tape, wall painting
The Calling, 2013
Lamps, transistor radios, tables, PA system, projector, wooden screen 4 x 7 ft with LEDs,
control box, speaker cone, wood, metal stand, light bulb, glass cabinet, cabling, remote con-
trolled socket
A C I D G E S T, 2017
Modified Marshall cabs, LEDs, bespoke media device, XLR4 cables, score Installation view of
'Haroon Mirza: A C I D G E S T', P‘rez Art Museum Miami
Based in London Haroon Mirza creates and produces compound audio graphic
installations. He does this by gathering and selecting certain materials such
as electrical equipment, different LED lighting and old furniture, choosing which
works best for his concept. The different spacing and lightings synchronised
well with each. Also creating an interesting dynamic for the viewer immersing the
viewer into his work even more.
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Exhibition 5, (Immersive Side) Experimentation
Audio Resource, (Themes and Ideas)
Dark Surroundings
For exhibition 5, I decided to experiment with the surroundings and props. As this
was vital for how the viewer was going to be engrossed whilst listening to the
audio video. As my video was based on a horror theme it was necessary that I
used a dark space, in creating a scary atmosphere. The seating's and sound props
such as the speakers, headphones and AV headset correlated towards my theme.
Leaving everything to synchronise well with each other.
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Work in progress, Gurvel Bhakar, 2020
Title - Lone Survivor
Plot Summary
Tom and his goons are messing around in the streets on a quiet night,
when they come across a mansion of a house. Out of nowhere a wom-
an screams calling for help from a window, later being dragged from
behind by an unusual suspect, (anti-protagonist). The boys panic and
run for their lives however, Tom suddenly trips leaving him unconscious
and stranded all alone. The scene begins with Tom waking up in an emp-
ty dark room. Tom is all alone and must escape the mansion to survive
the Freak.
Sounds Used
Played Piano Music
Apple/Meat (Knife Stabs), (Foley Sound)
Voice/ Mouth Sounds (Creating Ambient/Foley Sounds)
Heartbeats (Foley Sound),(Surround Sound)
Heavy Winds (Field Recording)
Rain (Filed Recording)
Monster Growling (Foley Sound)
Metal Materials (Foley Sounds)
Glass Jars (Foley Sound)
Heavy Footsteps (Foley Sound)
Page Turnings
Water Drips
Knocking Doors
Key Sounds
Cardboard Boxes (Foley Sound)
Cupboard Slams
Door Handle
Squeaky Door Slam
Draws Opening
Footsteps (Surround Sound)
Metal Bars (Foley Sound)
Metal Dish Banging (Foley Sound)
Rattling Metal Cage
Rolling Metal Car (Foley Sound)
Rubbing Glass Window
Unlocking Doors
Zipping Bag
Metal Weights (Foley Sound)
Lone Survivor, Gurvel Bhakar, Video Making, 2020
Lone Survivor, (Click on Link)
Final Piece
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Final Video Making (Degree Show)
In my final audio video, I included more sound techniques to create innovative
sounds towards the narrative. Each sound technique had its own unique rea-
soning to immerse the listener in the audio video as much as possible.
Foley sounds - Recorded Fruit stabbing and created ambient Voice sounds.
Field Recordings - Natural recorded Wind and Rain sounds.
Surround Sounds - Recorded Water drip drop sounds and Walking Footsteps.
Created Sound, (Click on Link)
Work in progress, Gurvel Bhakar, Video Making , 2020
(Sound Gameplay Interaction ONLY), Gurvel Bhakar, 2020
Single Immersive Installation
Lone Survivor, (Click on Link)
Final Piece