3D Art Portfolio #3 - Integrated Audio Scene
For my final portfolio project during the summer, I decided since I would like to go into military simulation and focus heavily on Audio production, I wanted to create a type of simulation room in a first person shooter style that would be for training purposes, and also incorporate a gaming feel - an integrated audio scene. In order to focus primarily on the integration of audio, I will be using existing 3D assets I have created, as well as looking for asset packs to fill out the space, so that it could be used as a VR simulation room. Once I begin work and understand the scope better, the space could become larger, but for now the goal will be to contain the scope in a smaller space.
My 4 week schedule is as follows:
WEEK ONE: create and design room concept and make a list of existing assets and/or using an asset pack and also generate a list of audio elements that will be needed for the space, and begin level build out with initial lighting pass setup.
WEEK TWO: finalize room build out and begin work on gathering audio elements and begin creating audio elements for the space and getting the assets into engine to test out levels immediately, begin work on soundtrack music to go along with the space in this initial stage so that the audio elements work together as I build the music compositional backdrop.
WEEK THREE: Finish music structure that can loop during the experience and test and finalize levels of SFX and any additional audio elements. Final pass on 3D objects and asset layout. Second lighting pass and test all integrated elements.
WEEK FOUR: Final music mastered and implemented. Final lighting pass and adjust any textures if need be. Test experience with players and get feedback on audio elements, check with Rick, Chris and Nick if they have time to check it out and offer feedback.
Environment Concept: Factory hallway or corridor / military type hallway with objects and machinery
For the space concept I'd like to work with the idea of the player moving down a long hallway and passing by different types of machinery. This will be a heavy opportunity to work with attenuation and sound levels, so that when the player is passing by different machinery or sounds they might hear, such as workers talking loudly or shouting at each other, the player will have more of an integrated experience. In terms of the music composition, I would like to generate a track that runs the distance of the hallway, with the possibility of the music loop changing as the player gets to different check points. This will be the first goal of the space, and to have different sounds occur down the space, but this way I can work with the idea that the player is only really traveling forward to keep the scope more limited.
I will use a factory asset pack to build out the space quickly and then generate some lighting, so I will immediately have a working level without having to full design a space, and can work directly with integrated sounds on a linear passage way, which also gives me an opportunity to focus on stereo sound, such as what the player is hearing on their left versus their right ear, and develop a three dimensional approach to stereo sound in the experience.
I want the hallway to have the feel of a music video film production shoot, so the goal will be to see if I can get the kind of drama I want from the experience while still creating realistic soundscapes to go along with the music.
Here are some reference examples of the type of hallway I will create with the asset pack:
Audio Assets: preliminary list
Machine types of sounds:
1. Metal saw
2. Grinder
3. Welding
4. Hammering
3. Oil Pistons
4. Electrical charge
5. Intercom
6. Water Hydraulics
7. Gears
8. Forklift hidden
9. Forklift visible
10. Conveyer belt
11. Workers talking / shouting
12. Ventilation
13. Machine drone
14. Machine arm
15. Machine shutdown
Music ideas: industrial electronic - 4 different sections (solitude, trepidation, intensity, havoc)