Friday, 13 November 2020

AC1 and AC2 For Foley Sounds/Sound Design



PROJECT PLAN AND RESEARCH

 

Now that you have produced a storyboard plan for your Foley Project, please answer the following questions about your project intentions and research to date.

 

Describe your project:

What do you hope to achieve? What is the purpose/function of the work? Is it for entertainment, promotion, information, education etc.? The purpose of the project is to add to the detail of already existing videos, adding to it through sound design, specifically focusing on foley sounds. The main purpose of this project is for entertainment, highlighting the significance of them and how they can impact videos through different sound effects.

 

 

Who is your target audience, and how do you hope to meet their needs through your sound design? 

Understanding audiences and users:

– demographics and their needs

– anticipating their needs

– representation and audience theories

– audience, e.g. viewer, reader, player (single/multi), user, participant. My target audience will be fans of short animation and seeing the sound flow with animation. I need to make sure that the audience isn’t too overwhelmed by the audio in comparison to the animation as they wish to see the blending of the audio with the animation which means timing is imperative to the project. 

 

 

What constraints do you anticipate throughout the project, and how do you hope to overcome these? 

Constraints, e.g. commercial context, time, budget, scope, format, platform, technical,

materials and resources In terms of constraints. One constraint  that may be faced is the ability to get foley sounds, however the vast amounts of royalty-free libraries will allow me to overcome this, along with the problem of copyright being overcome via royalty-free foley sounds.

 

 

How do you hope to source the materials required for the project, and where has your research into this led you to? The materials sourced for the project will mostly be centered around either getting foley sounds made by myself or sourced from a royalty-free library. Such research has led me to libraries such as the BBC library, along with Zapsplat, both are reliable sources to help provide the material required for my project.

 

 

Please provide three examples of your research into other existing projects similar to your own, and your analysis of these examples? The three examples I have found which encompass similar properties to the project I am doing, such as Watermelon, a cautionary tale, GLUED, and Spellbound. These examples all contain a wide variety of uses for foley sounds which help add to the animation, completing it, similar to my project and it shows the significance of foley sounds within animation. Although the first two may have music accompanying it which are quite loud in comparison to the foley sounds, they still signify the importance of them as they are ever so apparent, especially in more chaotic scenes.

 

What was the purpose of your research? What are your observations? How will this help inform your own practice?  The purpose of my research was to develop upon my knowledge of the typical codes and conventions of a short animations, specifically within terms of sound so that I could adapt my project to fit some of these features within it. Music accompanied within these short animations is often a typical feature within short animations however with the type of animation I am going to be using, it is impetrative that I am careful with the placement of music, so that I don’t disrupt from the narrative of the animation, specifically regarding a radio being used, which sticking by this convention

could prevent the emphasis of the radio within the story. Although some uses of the codes of conventions could be applied, such as the rather exaggerated sound effects for certain noises, or how significant the quiet moments of are short animation are and how things such as even the creaking of the bed need to be taken into consideration to fill the void of sound being missing, whilst still making it seem relatively quiet but also adding to the scene in motion. Within terms of uses and gratifications, mine falls into the category of Esteem and Self-Actualization, as it deals with morality, problem solving, although it is mostly faceted within entertainment and story. 

Interpreting meaning, purpose, impact and function in others’ work:

genre conventions, e.g. generic expectations and subversions

visual language and creative forms of communication, e.g.:

formal elements including media, form, perspective, scale

design elements, e.g. balance, alignment, repetition, contrast, space, media and techniques

innovation and developments

audience reception, e.g. uses and gratification.

 

 

 

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