Hi this took a lot of effort I hope it's good haha
Thursday, July 30, 2026
Monday, July 27, 2026
Common Art Final Deliverable
This sprint I did small tweaks on cameras but mostly worked on sound. By the end of the project, there ended up being many, many layers of sound. In the end I organized the sounds by type into different sequences (Ambient sound/music/environment effects, character movement effects, and VFX effects) and then mastered them in the final sequence. I did the final edit on the sequence and export it/uploaded it to p4. A lot of the sounds had custom edits both in audacity and then additionally in premiere pro. I tried to make the same effect sound different every time if I had to use it repetitively.
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| First Pass of sound environment effects, ambient sound, and music |
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Second pass of sound
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| Final integration VFX Sound + mastering other sequences |
Monday, July 20, 2026
Wednesday, July 15, 2026
Common Art: SOTS Sprint 5 Delivery
Monday, July 13, 2026
3D Art: Project 3 Part 1
Monday, July 6, 2026
3D Art: Final Turn-In
Wednesday, July 1, 2026
Common Art: SOTS Sprint 4 Delivery
This sprint I re-edited all the cameras and started my second pass on sound. I had to manually move all the cameras back into place Tuesday night after actor movement was finalized. I used my own renders as reference and couldn't match the cameras with the same method as before since the actor's original positions in the scene weren't preserved after they were moved. There were definitely some small changes to composition which I will fix or refine after I go back and key all camera movement next week.
I have ambient sound in the level but now I'm trying to create sound to emphasize the movement of the characters and fill dead space. I took a few whoosh sound effects and then edited them in audacity to add reverb and other kinds of distortion. Then I moved those into premiere pro and either slowed or sped them up depending on the action happening. I'm trying to make sure every time the character makes a drastic movement like a turn or a swipe there is a sound that plays subtly in the background. I've been pitch bending a lot of the sound effects per movement to make them sound custom and non-repetitive. I can probably finish this process next week if I'm moving fast enough.
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| editing whoosh effects for characters |
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| working in the sequencer |
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