In the world of audio, as well as many other worlds, one must dance the fine line between creativity and commerciality. If you are creating your own personal projects and profit is not a goal, that line may not exist and you can go nuts; however if you’re working for a client you will have to find that line. Sway too far to the commercial side and your art will suffer. Sway too far to the creative side and you may not meet the criteria the client wanted.
I read a cool post here saying that The Lego Movie dances that line wonderfully. It sells the message: “Lego is great, you should buy some.” but doesn’t feel like an hour and a half long advertisement.
As creatives, we’re always dancing that line. Whether it’s a song we’re creating or short sound effects, we will often have guidelines to follow. It’s up to us to meet them as well as to create something unique.
This week we began collecting assets for “The Odd Sock” pilot that we will be working on. We recorded some atmos in the Live Area for the first scene that’s shot in there. Julian’s shouting should help to give the tracking shot a sense of movement.
We spent the rest of the day recording some quick SFX and Foley sounds to use in the episode, and could be useful to the other teams as well.
I created a few more key assets for Flummox this week. Most notable of those being a super heavy chain noise that we got from pulling a chain through the bottom half of a metal stool. It was the exact sound I was looking for and I can’t wait to hear it in the game.
I had a decent play with FMOD Studio this week, and got my head around some of its core functionality. I didn’t realize at first how useful a tool it could be and how much power it could give a sound designer.
I can tell this is a tool I will be using a lot in the future as a sound designer/programmer.