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prandstg · 3 years
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Third Year of University
The third and final year of university was quite the handful. With Covid-19 forcing us all to stay at home we lacked many of the resources and had to make due with what we had at home. Originally this blog post was supposed to be on a personal website, but for reasons currently unknown to me, my website just doe snot work anymore, so here we are!
Advanced Project
One of our tasks we had to do is create an Advanced Project. Due to current circumstances. and the aforementioned lack of physical resources that were all at the university, I decided to recreate sound for a retro style game, since it did not directly involve creating music and/or sound by physical means. Furthermore, I decided to go with a video game instead of say, a music album, or an EP, or something like that, since my focus is on the video games industry.
So I set out to find a video game I would want to recreate the sound for. It took me a while to find something I would be content with. I ended up using “The Legend of Zelda: A Link to the Past” as my source material. So I began to acquire a video clip of this video game, and proceeded to create a list of all the sound effects I would need to recreate in order for this to work. Some sound effects that would work nicely I had already in my possession, saved to my hard drive in my sound library. Those are sound effects from a previous project with similar intent, giving me a nice head start already as I acquired a few sounds from that. 
Following that I then proceeded to create new sound effects. The digital audio workspace, or DAW for short, that I use is Ableton Live 10. Using the in-built synthesizer I set out to create new sound effects fitting a retro game from the Super Nintendo Entertainment System (or SNES for short) era. Whilst I had great success with some sound effects, I had troubles with others. Specifically, I had troubles with the sounds for the swinging of a sword, a door unlocking, and footsteps going up and down a flight of stairs. 
I was not sure how I would be able to circumvent these troubles, and therefor decided to review the methods I was using. After looking into other games. to be precise video games that have retro style, but are in fact modern era video games, I realized that due to lacking the knowledge and skill for the time being, to create such very specific sounds and effects, that I had to use a different approach. So, I ended up dropping my attempt at re-creating sound effects from the SNES era, and rather focus on the here and now. For the sound of the sword swinging I ended up using the sound of a knife sliding across a hard surface, and then manipulated the sound. I first lowered the pitch of the sound sample, and then proceeded to reduce the bit-depth, which more or less means reducing the quality of the sound itself, until it sounded like something that would in in a retro-style game of the modern era. I proceeded to do the very same for the footsteps going up and down a flight of stairs. In the case of the footsteps, I got my hands on a sample of a pair of boots walking on a stone surface, which I gave the same treatment as the sword. As for the sound of a door unlocking I acquired a sound effect of two pieces of metal banging and sliding against each other, once more giving it the same treatment as mentioned before. 
The only thing that was left to do was create music. I was unsure at first how I wanted to approach the music for the game. I wanted to give it my own style, but still at the same time I wanted to make it fit at least somewhat, so I did not want to make it too contemporary. What I ended up using in the end was simply three built in instruments from Ableton Live 10. The first was a drum rack, the second one a nasal voice that sinds “Aahs” and “Oohs”, and the third one being a brass ensemble. The way I made those all sound like they belong in a retro/retro-style game was by giving them all the same treatment as my sound effects previously mentioned. I decreased the bit-depth of each one of those virtual instruments, and I also used an equalizer to remove all the low-end, aka all the bass from the each of the instruments, since making the instruments lower quality they can drone quite a lot if there is base within them. 
Finally it was time to edit it all and that was quite the chore for multiple reasons. Firstly there were a lot of small sound effects very quickly one after another in quick succession, taking a long time to line all the sound effects up correctly for them to fit perfectly where they are supposed to be. Another issue was that for some reason some times the video would not load from certain spots so I had to scroll back far enough so that the video would play again so that I then could place the sounds where they belong. Overall it was a very arduous task to do, that proofed less difficult, but more so extremely tedious, but in the end I managed to do it.
It was quite some long and hard work, but in the end it paid off, as I got to see a full five minute video of my hard work, being able to admire what I did, and finding it to be a job well done. I look back at the work now, happy that I did it, and happy about the way I did it, enjoying the fact that such hard work made a final product that I like myself for once as well.
Research Project
Sticking with my theme of “The Legend of Zelda” I decided that for the research paper that we were supposed to create I would look into the aspect of how the original “The Legend of Zeda: Link’s Awakening” and the remake that was released in 2019 differ. To do so I decided that it would be first prudent to take a look at each game. I decided to first start off with a general overview of both games, having a bit of a closer look at the limitations of the original console the game was released on, namely the Game Boy. Having studied it a bit it turns out that the Game Boy has massive limitations especially in regard to music and sound, having only 4 different channels available at any given time, meaning the game boy can only produce 4 different sounds at the same time. 
Realizing that I had a closer look at the music that Link’s Awakening has, and realized that indeed it only ever has two “instruments” playing at the same. One giving rhythm and also doubling as the bass, and one that is the leading melody of each song. It turns out that most sound effects do not interrupt the music, but mostly each other, if too much is going on at once sound wise, then sounds will cut out, not so the music however except for a few examples which I found quite interesting. 
Another aspect I ended up looking into was nostalgia. I realized that nostalgia is another big aspect that I should look into when it comes to comparing two games that are the same. In essence I realized that nostalgia is an important feeling when looking at the remake of a game, especially a game that is originally as old as this one. After all there are around 18 years difference between the original game and the remake, leaving a huge gap between the two. And as somebody who played the original on their Game Boy Color all happy and excited, because it was just such an extremely magical and wonderful journey as a child. As such it was important to me on a personal level that the remake felt just as magical. 
Therefor I decided to do some research into the nostalgia, which turned out the be quite insightful, finding some interesting sources talking about different forms of nostalgia, something I had not even considered. Within was explained that there are different forms of nostalgia, created and experiences in different ways, depending on what kind of game it is. It ended up giving me a more detailed and clearer insight into what exactly is going on in regard to the nostalgia within the new version, the remake. of the game, and how it ties the two games together. 
I then proceeded to pick the two games apart in detail, especially when it comes to the sound design, having a specifically close look at the bosses and mini bosses within the games, as they offer the most characteristics of the game, being the most imposing but at the same time most unique beings, so much so that even with the limit sound capacity of the Game Boy, they all have their very own special sounds they make, giving a great opportunity to cross reference the two to have a closer look at how the new version of the game handles all of these things. In the end it felt like sound wise the remake was essentially taking the original game and using it as a foundation to build upon to make it something contemporary. 
This task was by far the hardest, having to do a ton of research and taking a deep dive into both games, taking in everything and then in detail write about it. It took a long time and a lot of effort and patience, but I am happy with the end result I achieved with it. 
Professional Practice
One of the main things I had to do for professional practice was to create a show reel/demo reel. At first I thought I would have to create a bunch of new mini projects to get something together for it, but I decided not to do so. Instead, I decided I would take all the projects from the past three years of university and compile them into a three minute video. I wanted to give a full and true image of th spectrum of things I am currently capable and incapable off, not only to be true to whomever is seeing it, but also to be true to myself, to have a reminder just what exactly my errors are, so I can work on them, so by the time I release my next demo/show reel, I can show off just how much I have improved, not just to others, but myself as well. 
Doing a 5-year plan right afterwards was a massive help in that regard, making me realize just what kind of goals I should aim for, giving me a nice step-by-step guide fully created by myself to have a view into the future what I could and should do to further myself. It was a fun and interesting task, opening my eyes to the possibilities. 
Lastly I had to do an assessment, not only explaining my demo reel in depth, but also forcing me to do some research into the current state of the games industry, which gave me quite a lot of insight into just how much the games industry has grown, and how much more important it has becoming, opening my eyes to how big the challenges ahead of me are, but also giving me confidence that I can do it if I just work hard on it. 
Overall, it has been extremely stressful with everything that has been going on, but I am also extremely grateful for having gotten the opportunity to go and study at a university, and given the opportunity to learn all the things I have.
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