Tuesday, 3 December 2013

Short Story - Evaluation

As a culmination of our work in audio in games this term we were tasked with creating our own short stories and storyboarding a scene from said story, looking at the way sound helps give the scene more depth and meaning overall. Throughout our time we have looked at the way audio has become more and more important to the genre of video games over the years, going from simple repetitive sound effects that merely coincide with the visuals on screen, to how they have become a fundamental element in games that help to add emotional and meaningful weight to the events being displayed, which has coincided with the way games have become more nuanced and cinematic over the years.

To help with our task in finding sounds to perfectly complement our own work we looked at the way sound in general works in entertainment media, looking at the way different types of audio effect the scene, such as the difference between reactive and adaptive sound, and looking at our own personal favourite pieces of audio from our careers as computer games players. I found this in particular very useful as it gave me the opportunity to reflect on some of my favourite games and why I had grown such a personal attachment to them, and also gave me the realisation of just how much sound is a fundamental factor in the creation of games. Looking back at games such as Streets of Rage 2 or the Metal Gear series it made me understand that the soundtrack behind the games can be just as iconic as the games themselves, and that, specifically in the case of Metal Gear, music can help relay certain meanings and emotions to the player that would have been ruined with a different piece of music or dialogue. By studying the audio of games, it gave me the opportunity to appreciate games from a whole new direction that had previously been overlooked, allowing me to grow a greater appreciation of a medium I already loved.

From looking closer at the way audio effects the audience, we gained a higher understanding of how not only it can help create atmosphere and feelings of nostalgia that help the player or viewer relate to the events more, but at the same time how sound can cue important events and allow you to see when something in particular is going to happen. This way, particularly in gaming, a player can understand that a certain thing is going to happen or that they need to perform a certain action as indicated from these cues, which can be important if the solution to a puzzle is rather obscure, or if the player has to go a certain way without being directly told, which in turn allows the creator to add more freedom to their games and allude to the fact that players are given more freedom without being guided through prompts in a rather bland, linear manner.

In looking at these and other things we have learnt over the past term I was able to craft a story that, while being fairly subtle in its nature, by not giving the reader direct information but rather allowing them to imagine themselves what was happening to the characters in the scene, and due to the emotional nature was further able to imagine the sounds and music that would help create a natural and suitable emotional effect for the audience. By looking into the nature of storyboarding and what is best used to provide enough information to the audience through camera angles and audible prompts, I was able to incorporate this into my own work and create something that, in my mind, would be meaningful without being too direct. As such, throughout research and a further understanding of the impact and usefulness of audio I feel that I was successful in the task set and gained a more appreciative knowledge of sound in games, and how designers use it in an effective manner.

Saturday, 30 November 2013

Short Story - Audio Assets

  • Song: No I Don't Remember - Anna Ternheim
  • Bird songs
  • Scuttling distant noise
  • Dripping water
  • Rain in distance
  • Wind through cracked window
  • Iron door creaking
  • Iron door slamming against wall
  • Electrical crackling from broken machinery
  • Glass bottle rolling along the floor
  • Dialogue - listed in scenes
  • Coughing
  • Wheezing
  • Crying

Short Story - Storyboarding



Action: Close up of man's face (Jacob) looking off into the distance, clearly contemplating things that have happened in his past
Dialogue: Jacob (voice-over) - This is perfect...


Action: Camera pans back, revealing a young girl laying on the floor behind him (Daisy)
Dialogue: Jacob (voice-over) - Soon all this will be over, Daisy can have the life she...


Action: Close up of Daisy, asleep but slowly stirring, disturbed from her slumber
Dialogue: Daisy - Mmmm... daddy...?


Action: Looking at Jacob now, an anguished look on her face
Dialogue: Daisy - I miss mummy, I just want to go home...
Jacob (off screen) So do I baby...


Action: Close up on Jacob, sudden coughing outburst as he grabs his chest
Dialogue: Daisy (off screen) - Daddy?! What's wrong daddy?!


Action: Dropping to his knees, Jacob coughs more violently, losing his composure completely
Dialogue: Daisy (off screen) - DAAAAD!

Short Story - Defining Emotional Moment

The defining emotional moment in the story will be just before Daisy wakes up, as Jacob thinks to himself about everything in his past, up to the moment where he has his has his collapse. This will be the most emotional because it allows the characters to share their feelings on their family, and also see the rapid decline in Jacob's health.

Short Story - Family Values

As soft sunlight shines through the cracked, grated windows of the abandoned factory, Jacob Leiter, a man in the middle years of his life sits on a broken crate, once used for packaging stuffed animals. He's a tall, well-built man with greying brown hair and a face that hasn't been shaved in mover a week. He's wearing a light grey suit, with a crumpled suit and loosely hung tie around his neck, hanging heaving on his worn figure like like a noose. As he sits quietly contemplating all that's happened in his life to get to this point, all the pain he's caused, the orders he'd blindly followed, he looks at his young daughter, laying on a folded up sheet of cardboard, fashioned into a makeshift mattress. Daisy's her name, she's young, five years old with a pink dress and blonde hair, sleeping peacefully and clinging on to a stuffed rabbit. Wooly, as she calls it, has been with her since her birth, she can't sleep without it, clinging tightly to it as a comforter.
Jacob looks around the decrepit factory they've found themselves in, the dull ache of his head thumping like a jackhammer as he thinks to himself silently “this is perfect”. A million other thoughts race through his mind. Looking around this abandoned factory, he thinks how it is almost a reflection of his own life now. His failing health is almost getting the better of him, and he's lost almost everything he held dear. All that is left now is his daughter and vengeance.
Almost as if she hears his thoughts, Daisy stirs, looking at Jacob and sleepily asks, “Why are we here daddy? It smells funny, and it's dirty, I want to go home... I miss mummy. And Simon and Jonathan.”
“So do I baby,” Jacob replies sadly, “so do I.”
He thinks back to himself on that fateful day, all the ways that things could have changed. If he'd just followed his orders this one time, listened to what he'd been told and done his job, his wife would be with them, and he wouldn't have put his daughter in this awful position. He feels the rage building in his blood, he starts seeing red and then suddenly the anger changes to pain. It pulses through Jacob's body, he stumbles to the floor. His vision begins to blur over and the room begins to spin. He tries to stay steady, but the feeling of nausea is rising once again. Daisy stands in mute shock as she watches her father, unable to help in any way.
“Baby, do me a favour and go play in the other room for a little while please? Daddy needs a few minutes alone right now.” Jacob sputters out, not wanting his daughter to see him like this.
His young daughter silently obeys her father's wish, picking up her stuffed animal and walking into the adjacent room, kicking debris as she goes meekly.
The nausea being suffered by Jacob suddenly gains the upper hand, causing him to collapse to the floor once again, violently vomiting, until there's only dry heaving left in him. He kneels there for several minutes, waiting for the feeling to leave him, waiting for the dizziness to subside and for him to recover.

Several minutes pass, Jacob finds his composure and goes into the adjacent room, finding Daisy sitting quietly, leaning against a wall and talking to her doll softly. Jacob walks towards her, shuffling as he does so, and sits down beside her, leaning against the wall too.
“You know, Daisy, back in the day my father used to work in a place like this, all my friends fathers did too. You need to understand that sometimes things just change, and sometimes there's just nothing you can do about it. But I want you to know that whatever happens you'll be safe. I've made arrangements for you, okay?”
She looks at him, confusion spreads across her face. He knows that she doesn't fully comprehend what is happening to him. Or that her mother is now gone, as are her brothers, but she understands that things have changes.
Jacob looks around the room once more, thinking to himself of all the horrible things he's done in the past, all the lives he's ended and families he's destroyed, regretting every moment of it. And thinking once again “this place is perfect”, knowing that there's just one more life he needs to end.

Short Story - Synopsis

Family Values follows retired mob member Jacob Leiter lives with his wife and family in a small suburb, the kind of town where everyone knows each other’s business. Jacob now works in a nearby factory and the kids go to school around the corner. Jacob has recently been diagnosed with an incurable brain tumour, yet has chosen to hold on from telling his wife for the time being.

Upon coming home one day Leiter discovers his wife and two sons dead, however his young daughter is found still to be alive after hiding from the killers. Leiter packs a bag and takes his daughter with revenge in his mind.
After tracking down some leads Leiter visits an old business associate, who informs him that the person that is responsible for the death of his family is his old business partner, Greg Wilson.

After kidnapping and holding hostage Wilson’s family, the two have a confrontation, ending with Wilson revealing that it wasn’t his idea to kill Jacob’s family, and it was in fact the main boss’, after the failure of Leiter’s last mission.

Jacob and Daisy go to face off against the big boss, with Jacob murdering all of his guards but finally being defeated and killed. The film ends with Daisy picking up a gun and shooting the boss in the back, avenging her family in the process.

Storyboarding

If you tell a story, you try to entice the audience into imagining its content. However, if you show the audience, you must rely less on telling and more on showing.

Storyboards are a series of sketches that are used as a planning tool to visually show how the action of a story unfolds.

  • While at Sucker Punch, former art director Edward Pun worked with a four-man team whose members combined pencils, storyboarding, line art and ink, drawing the material for the cut scenes before handing the photoshop plates off to the video production lead.
Who's Storyboard?
  • Advertising - Used to sell campaign strategies to clients. Highly detailed including key frames only.
  • Television - Used to storyboard complex sequences - eg. CSI, The West Wing.
  • Video Games - Take a lot of pre-planning. Once developed game designers storyboard for key events, cut scenes.
Remember
Questions to ask while storyboarding:
  1. Is each drawing necessary?
  2. Is the information of each drawing clear?
  3. Consider the type of camera shot.
  4. Consider the lighting of the scene.
  5. Consider the dialogue of the scene.
  6. Consider the sound/music.