Sound and Action Pt. 1 - Show-reel
Intro and Title cards
For this section of the module, I will be showcasing my previous work using a variety of my work from level 4 and 5. This showcase will feature, I will be using Premiere Pro as it is my go-to program to use for video editing. After Effects was the preferred program from the beginning of the year and I will be using this software exclusively throughout this module. I will also be using this software for the Environmental Audio.
​
First step was to create the intro. I used the tutorial video below to help me to understand better how to make a smoothly animated intro.
How to Make a Simple Intro in After Effects CC 2020
.png)
Intro and Title cards
.png)
This was the first step in creating the showreel, a captivating intro. I simply started off with an elipse tool to create a circle. I kept the colour consistent for all the title cards, intro and the outro. This way it doesn’t let viewer feel put off when they are watching the showcase of my work!
Circle glow effect
The Glow was placed outside the circle, I adjusted the radius to the appropriate size, set the glow threshold to maximize the brightness as well as the glow intensity.
.png)
.png)
.png)
Trim Paths and Repeater animations
Trim Paths were added to animate the circle, I added repeater as well and adjusted the position of the duplicated circles from beginning of the animated duplication to the end. I applied the same Trim Paths animation to the title cards of the animation as well.
Turntable of the Mad Scientist (Level 5)
I did not have a turntable for the 3D Sculpt I made to showcase from last year, so I simply made one myself using certain methods. First step was to open up Zbrush and open the 3D model. I noticed that the model had millions of polys. These needed to be decimated in order to animate the model in Maya without having to slow down the software.

First, I opened up Zplugin and scrolled down to Decimation Master. I clicked on Freeze Borders to it doesn’t “break” the holes within the 3D Model (Mouth, Ear Holes, Nostrils etc.), Keep UVs as well as Using Polypaint (the Colour and Current Texture of the model). I then clicked Pre-Process Current and finally reduced the percentage of the decimation process to 5% and then Decimate Current. Now that the model has been decimated, it had 12 Mil polys now it is down to 4 Mil.
.png)
After this process, clicked on FBX ExportImport clicked on “All”, “ASCII”, “Embed Maps” and “SNormals”. I finally exported as an FBX file. Once exported, I then Opened up Maya to import the model. Right off the bat, the model appears that it does not have the textures. I clicked on the model pieces and opened the attribute editor. I scrolled down to the export tab and unticked the “Export References Editors” and ticked the “Export Vertex Colours”.
.png)
.png)
I then opened Hypershade, I applied aiStandardSurface as well as aiUserDataColour. I connected the latter’s node from out colour to base colour of aiStandardSurface. I minimised the Hypershade window and returned to the attribute editor of the model and scrolled up to the Mesh Controls. I copied and pasted the “Current Colour Set” name of the model to the aiUserDataColour Attribute name. I applied the appropriate lighting that would suit the model and simply and animated it to 170 frames. I rendered to check if the model has all the coloured texture from Zbrush by rendering through Arnold, and all is in working order. I then rendered out the frames to animate model through Premiere Pro. I also rendered and animated of the untextured version of the model.
Mad Scientist (Textured)
Mad Scientist (Untextured)
Now all the turntables and intros are finished, I animated a small transition that switches from picture to the other seamlessly using a mask of a Rectangle Tool. The video below is the tutorial I used to produce this basic transition effect. Most of the transitions implented into the showreel is mainly a fade/dissolve transition. It is simply setting the opacity to 100% on the first keyframe to 0% when reaching the second keyframe
Cool Transitions in After Effects Tutorial (Basics into Advanced)
Wipe Transition
I drew the rectangle layer and placed out of frame, I found where both of the images over and crossed over set a key frame between them, at the first spot and the then to the other side out of frame. I selected the top clip and drew another rectangle to mask it. I animated the mask out of frame to reveal the bottom clip. The mask will follow the rectangle layer I drew giving a simple “wipe” animated transition. I animated the images as well, by zooming in and out slowly to give it that dramatic effect.

.png)
Cutting scenes and splicing
.png)
Another matter to point out during the editing process is the cutting of some scenes. This is done because some of the clips are longer than anticipated. I duplicated the Cat Game scene to produce one scene by copying and pasting them multiple times to produce a much shorter scene without having to bother with unnecessary moments within the game.
.png)
What Does Your Soul Look Like (Pt. 4)
Adobe Media Encoder
.png)
The next step was to apply the music, I used DJ Shadow – What Does Your Soul Like (Pt. 4) I added a fade in and fade out to follow the fade in and fade out at the beginning and the end of the video respectively. And finally, to export it through Adobe Media Encoder. This one is simple, and the final step of finalising the showreel together.
Showreel (Youtube)
Showreel
Sound and Action Pt. 2 - Environmental Audio
For this part of the module, I will be using 4 Software: Unreal 4.25, Premier Pro, Audacity and After Effects
​
Firstly, I used my basic knowledge of splicing and editing videos together. For this part, I used Edith Finch: House Grounds. At first I set up the cameras in Unreal, from last year’s work with performance animation I set up cameras through the sequencer and applied the same general knowledge of moving the cameras through the scene. I then rendered and exported the scene into multiple PNG images into my selected directory and imported those images into Premier Pro. I exported it into a MP4 and imported that file into After Effects where the editing can finally begin.
​
I moved them slowly to get a more dramatic effect. The First scene was the camera moving through the marsh and slowly descending to get a better look at the pond. The scene after was simply the camera moving through the tall grass and trees to zoom in at a blue truck. The third scene was the camera moving slowly inside the mouth of what looks like a model of a giant wooden alligator. The third scene was simply panning from right to left through the tree but kept focused on the house. And the final scene was simply moving through a creek and slowly turning left to look up at tower.
​
Since this project involves audio, I added simple nighttime SFX to the video. I found appropriate SFX using the BBC Sound Effects Website which provided me the right sound for the right moment when editing the video using After Effects. For all the scenes I used a multitude of sounds that deemed perfect when spliced together. I reused the same SFX for some scenes but cut them appropriately so it doesn’t give a constant effect – letting the viewer know that it is a different scene with the audio cut.
​
For the first scene I used a cricket and forest sound effect and moreporks owls SFX, while keeping the swamp chirping at a very low volume. Whilst the camera comes closer to the pond the swamp chirping SFX will grow louder. The second scene with the blue truck I used the same cricket chirping sound as well as a simple truck engine running noise. I kept the volume for the truck engine running relatively low and increased it as the camera came closer, much like the swamp chirping sound from the previous scene.
​
The third scene was the same SFX from the first scene however, I kept the volume lower for the cricket chirping and kept the morepork owls consistent along with the swamp chirping noises. In addition to the same SFX from the first scene, I added water flowing SFX to emphasise the water on the pond more. The fourth scene was the simplest to do with little SFX I added A different cricket chirping noise variant while adding howling coyotes very faintly in the background as well as cracking tree branches. The final scene was the same cricket chirping noise from the previous scene to keep the video consistent, this is due to the fact that the camera was placed relatively the same spot as the previous scene, therefore I kept the same SFX for this one. However, to draw emphasis on the distance between the previous and the final scene, I reduced the volume by a miniscule. I added more SFX that seemed appropriate this one; a bird can be heard calling faintly for the scene as well.
​
The audio tracks didn’t come as they were originally, I edited these using a simple software called Audacity. It gave me a chance to cut the unnecessary noise that only causes distraction and break immersion to the scenes by reducing some background noise as well as the residue. It also gave me the ability to add effects like reverb to give the scene the feeling of more “room”.
​
Finally, once all the audio files and video are compiled, edited and cut, it is now time to render through the Media Encoder once again. The final result can be seen below.
Environmental Audio (YouTube)
Environmental Audio
Sound and Action Pt. 3 - Environmental Audio
For the final part of the module, I will be showcasing my knowledge of FMOD and using it in unreal. Firstly I integrated the FMOD plugin into unreal. I used a tutorial video. The Video is provided below.
Using Experimental Games' "Cyberpunk Level"
.png)
During the course of this project, I have used FMOD, Unreal 4.25 and audacity as well the XBOX Game Bar to record my gameplay, I have sourced the audio tracks from BBC Sound Effects as well as Zapsplat. The next step is using my chosen level for the project. I have decided on using my team’s game from last year’s module Experimental Games – specifically the third final level: Cyberpunk. I have chosen this game since it can have a multitude of SFX like distant traffic, Rooftop Vents etc. Once the level is set up and integration is complete, the project can now begin. I started off by downloading some sounnd effects...
.png)
OR...
.png)
Firstly, the audio was vents. loop region is added to repeat the noise without the cuts. There are essentially two schools of thought when Implementing audio in the level, one by adding a script into unreal as well as using a 3D timeline with a spatializer. I found that adding the audio with a script is more complicated than just using 3D timeline, however with the timeline, it needs some tweaking in order to get the desired effect of distance. The audio source did not need any effect implemented onto as it already had the appropriate noise I desired.
NYC distant traffic/city sounds
.png)
.png)
The next step was adding the distant traffic noise I named “NYC” I added a reverb FX onto the desired sound. This will give the audio source a more immersive sound, by applying reverb, a sense of space will be added, again loop region was added.
Plastic bags and trees
.png)
.png)
The next two audio tracks imported was slightly complicated to edit as the noise were too ‘sharp’ to the ears. They were the trees and the plastic bags, for these audio tracks, I simply I added a 3-EQ to the sound, this way I adjust the sharpness of the audio by adjusting the lows, mids and highs to the desired amount. I also reduced the volume to a certain amount. I added a slight reverberation to the Trees as it has more space to take up around the area whilst the plastic bags did not.
.png)
.png)
.png)
Rattling metal
.png)
Arguing
.png)
Music
Muffled noises
The next audio track were the muffled sounds. These were the arguing inside the slum houses, the music and the rattling metal, the effect I needed for this part was found with the 3-EQ once more. For the arguing there were no mids nor highs, the lows were at the maximum amount, the music had the maximum highs as well as lows – the highs allows me to make out the tone of the music. And as for the rattling metal very slight mids, no highs, and very high lows, this way the rattling metal is still emphasised while still sound slightly muffled.
Scanning SFX
.png)
As for the final SFX, was the scan effect. One feature we added for our game was the scanning – when ‘e’ is pressed a yellow scanning effect will show up however, it did not play a sound when the effect takes place. I found the proper SFX in BBC sound effects once more, but the audio had some unwanted noise.
Editing the 'phasing' noise
.png)
.png)
I opened up Audacity and simply reduced the bass and treble. I saved it as WAV file and imported audio into FMOD. It still did not have the desired effect I wanted for the track – I combatted this by adding the effects the software has provided. By reverberating it, adding a pitch shifter as well as adjusting the pitch within the even macros. Now the audio track is now in complete sync with the effect. However it is not finished, I need the sound to play with pressing ‘e’.
Implementing the noise into the script
.png)
.png)
I opened up my character’s blueprint and added a new node to the scan effect script. This node is ‘Play Event 2D’, I connected this through the event begin of ‘E’ and Timeline_0. I selected the scan event to play, I compiled and saved. When pressing the desired SFX now plays, however a problem has persisted every time the SFX is played when pressing E, the other SFX vents, trees, distant traffic and what have you have reduced in volume. I prevented this by going into FMOD and reduced the priority to ‘Lowest’.
​
With each time the SFX are added to the master build, I pressed ctrl + s to save and ctrl + 7 to build into unreal. But the SFX did not appear within the banks within Unreal, I simply opened the level, clicked file and under banks, I clicked on force refresh banks which allows me to finally apply the SFX onto the level.
​
Below is the finished product of the environmental audio project.