Author Archives: akh13

Final Project Proposal: The Roommate, Part II

For my final project, I wanted to create another audio recording. The new piece would expand upon my original idea, adding corrections and taking into account the feedback that I received from the class. Whenever this new project is produced, I will implement all of those alterations, plus add new content that expands the length and scope of what I did before.

With the first submission, substantial cuts were made to limit the size of the project to the required parameters. I hope to make the storyline go beyond the original 4 minute recording to add a conclusion, and will build upon the first version with at least an additional 4 minutes of audio. I will reuse some of the content that was cut to fit within the length of the first submission, implement some of the sounds that were recorded by classmates for the foley portion of the unit, and record new sounds to conclude the scene.

Another point that I hope to tackle with this revised version is to rectify a problem with clarity. As was pointed out before by a few people, the beginning of the recording made it difficult to discern which characters were which, and it was difficult to visualize the setting of the story. With this new version, I will add an introduction that tells the listener more about the setting and characters, as well as their background. This should make the overall presentation flow easier and be better understood.

This expansion is going to require a combination of skills that have been learned over the course of the semester, such as the search and implementation of creative-commons media, recording and audio editing with Audacity. It also incorporates some remixing, because I will be using the original recording material, while recutting it, dubbing over it, and putting a new spin on the content within that project. Overall, my goal is to have something that reuses the original piece but is a vast expansion of it while substantially expanding it beyond the first version.

Text Preview: Hunger Quest

The one design element that I am trying to work into my Twine presentation is a nuanced  color palette With the CSS design, I intend to create a more immersive story through the ambient, as well as the foreground imagery, which will use color as a defining feature. To come up with a palette that would fit my goals, I thought of an iconic piece of art, Starry Night Over the Rhone, by Vincent van Gogh. The sweeping yellows contrasted with the gold stars shimmering over the river convey a sense of calm, night-time relaxation. I want to use pieces of this, but also integrate my own sense of style into the design.

The first major hqdesign choice to accomplish that is the base style sheet. This is one that is made from a darker color palette with a gentle blue gradient leading into a city skyline on the bottom of the page. That takes some cues from van Gogh but with a simpler color palette, should seem less busy as well. There will be very few other colors, and I really want to draw the eye toward the textual elements, so I will make the primary text color a light beige or dirty white. Hypertext links will be in a lighter blue to distinguish them from the regular readable text, making the game a bit easier to explore and play.

I also want to create art for some of the key choices which fit that overall playful-but-relaxing art style. That art will fit into the same scheme, with mostly blue tones for the primary colors and lighter grays or dirty white for the accents. This is an artistic choice that should keep the overall design more simple and less “busy” While retaining a good sense of style and uniqueness that will help it stand out as a project.

Blog 6: Gentrification

The core issue with gentrification is the loss of a community’s essence. When a community is changed fundamentally by means of either economic or residential factors, the loss of key pillars in identification results. A loss of culture, a loss of heritage, a loss of community pride, and a loss of history, are all part of that.

There is an interesting article that was published recently about the “food boom” in Pittsburgh’s trendier neighborhoods, and how these restaurants are creating a new vibrant culinary scene. The otherwise optimistic article goes on to lament the possibilities of older eateries being priced out of the market in favor of newer, in-fashion places. Food is just one example of this; gentrification is a multi-faceted concept that affects the lives of residents and business owners alike. When considering this part of gentrification, allowing people in the area to have a proper forum is a good goal, but constructing a place for them while allowing for people no longer in the area but with strong bonds, to continue to communicate. The dispersal of a group into a diaspora with regards to gentrification is a hard thing to tackle here, but that is the most pressing matter here, and one that aligns with the rest of my groupmates.

With that in mind, my proposal is for a media sharing site/forum that would run as a set of imageboards.. These specific sites would provide people with the ability to post pictures, short video clips, or even text, about neighborhood events. The goal would be to capture the essence of the neighborhood and provide a place for sharing within a small-focused area. Each section of the city would have its own sub-form/board, breaking the site into multiple parts. This would allow topics specific to certain populations within the city neighborhoods to be presented to their target demographics.

Blog #5: The Uncle Who Works for Nintendo

Playing “The Girl In the Haunted House” gives a general outline for the best way to design this sort of game in a way that branches well, yet provides enough cohesiveness to the different branches. While there wasn’t much stylistically here, the font choices (small, white font with little kerning) and a black background fit the theme. I wish that the game was more visual, with sound or other media that helped to relay some of the action and events, but I was satisfied with the dialogue.

The opposite is true of “The Uncle Who Works for Nintendo.”  The sound design was excellent. With the clock chiming, the sound of the storm outside, and the other ambient noises, the game became unsettling through the way that those pieces enhanced the dialogue. To me, the most haunting, impressionable effect was the “voice” of the “uncle.” The distorted, echoing, moaning, churning voice made the appearance of the uncle mysterious but also incredibly dreadful. I did not even realize that the voice was speaking until I listened closely through the distortion. When I figured out that it was saying “Child…” repeatedly, it somehow became more unsettling. Presenting the uncle like this was great though because it never quite let through a solid idea of who or what it was.

There was a sense that the story was unpredictable because the true nature of the “uncle” and what he was is hidden from the player. In all of my playthroughs, I had to piece together who or what the phenomena was through context and without being directly told the information. In that way, I believe that the story maintains a sense of discovery which helps it feel even more like a game. Finding new information through exploration and through the contextual pieces gathered from multiple playthroughs gave me a feeling that I had to play through multiple times to find more. I enjoyed that aspect of it, and it made the new dialogue options feel more varied and unique.

The Roommate

With my soundscape, I wanted to try to evoke both a narrative and a type of scenery. I wish to create an experience of performing a leisurely task inside of the home — watching a television with roommates is an ideal scenario. I want the scene to be comedic, in a situational kind of way. Two people are rushing home to watch a movie against a third party that they are desperately trying to beat to the apartment.

There are several difficulties with executing this type of project, primarily with evoking scenery in the listener’s mind without the aid of video. Getting the listener to properly visualize something specific without having access to the actual equipment necessary will be a challenge. I do not have a DVD player, television, or family members that I will be able to record. Instead, I will likely have to rely upon foley techniques to make sounds similar to what would be produced during the task. I will also have to use pitch and tone changes to make the voice sound the way that I would like for at least one of the family members.

The file that I attached is of snow crunching under heavy boots. I recorded the sound of another person wearing heavy boots, stepping into a mixture of gravel, slush, and kitty litter, to give the appropriate sound. There is a lot of ambient noise layered on top of the actual effect that may end up helping me achieve the “outside” effect. Several attempts were made to capture the sound at the right volume. I may have to find a way to clean that up as well. Finally, I may need to find creative-commons audio tracks for background music, because I think that may help keep the proper type of tone.

What’s on TV?

alien2Diego’s Aliensssss!.wav  reminds me of the scene from the first Alien film when the crew from the Nostromo discovers the egg chamber. In that scene, a crewmember discovers a leathery egg, which slowly opens from the top like a blooming flower. The sloshing noises are reminiscent of the noises made when the camera pans closer to the internals of the egg, settling just outside of the opening. Just as there is an apparent calming in those noises, the alien inside of the egg leaps out at the astronaut.

This sound would likely be diegetic, but its usage would depend fully upon the mise en scène. What I would be planning would be more of a home scene, where two people are debating on what film they should watch after a long week at work. As one of them flips through the channels with a remote control, sounds emanate from the television that correspond to each channel. A good way of indicating this action would be to have a “white-noise” sort of sound between memorable movie sounds while one of the people announces movie titles to another.

This Alien noise would represent one of the channels, between the sounds of white noise in the clip, that would indicate some kind of sci-fi channel. Other sounds would probably be a noise like fire, for a cooking show or maybe something about camping, sounds of a rocket taking off for a “Discovery” like channel, or the sound of animals fighting for an “Animal Planet” like program. The sound of a button clicking would represent the mechanical press of the remote control.

If this were some sort of skit, I would like to anchor it in a time-period with lots of sounds and a musical choice that cements it firmly in the 80’s. The static sound would be reminiscent of the noise made by an analogue television, and the clicking would be a reminder of the thick, solid remote controls of that time period. All of the movie and show choices should be from that time as well.

 

Limetown Podcast Sound Impressions

I feel like one of the best things about this podcast is the music. I have listened to at least five of the episodes this weekend, and the one thing I keep noticing is the excellent choice of music. The soundtrack does so much to match the emotion and feelings of the audio that it creates a sort of “bridge” to the listener, inviting them into the world of Limetown.

One moment is at 17:00. The music has a very melancholy feel, and evokes feelings of sadness. “I dream about him. He talks to me….He says he’s doing well,” an elderly man says, as he recalls a loved one that is lost to the Limetown incident. The choice of music blends together the sadness and optimism of the man’s thoughts. the tone changes from sorrow to hope, the listener experiences that change, feeling the shift in mood. It draws the ear and helps to make the characters and situation more immersive.

Another is at 21:40. As Lia explores the derelict ruins of one of the homes with Terry Hilkins, she begins describing the scenery, with white picket fences, the abandoned streets, and the streetscape. Ending her thought of how beautiful they are, she meditates on how “empty” and “hollow” they seem with everyone gone. At the same time, the notes of the piano music in the background add echo, exaggerating that emptiness. It all adds up to make the listener feel as though they are there with Hilkins and Haddock, walking through the streets, marveling at the abandoned structures.

Finally, at 24:45, Hilkins says, “Sorry, I’m an optimist.” The music shifts up, and the notes of the piano are accompanied by stringed instruments. It blends with the speech of Hilkins, lending to the optimism of his thoughts.