Sounds of the Impossible
Christian Rhodes-Wolfe
This study sought to understand and communicate the nuances behind the creation of video game creature vocalisations and gather original data through interviewing industry professionals and creating original creature vocalisations. This data was in part conveyed through a series of podcasts, as it was felt that there is no more apt method to discuss sound design than through audio.
The written exegesis and podcasts covered two different yet interlinked dimensions of learning: while the podcasts demonstrate learning through practical exploration of the topic, highlighting the journey to understanding and applying the techniques one might use to create a fictional creature vocalisation for a video game, the adjoining exegesis demonstrated learning through reviewing literature, drawing connections between theories, and applying them to my own work.
This exegesis concluded that the video game sound designers desired that identifiable trait, such as size and aggression, be recognised by players through the source animal sounds, but not necessarily to recognise the sources themselves. In addition, during the creation of the podcasts, there was tension between using interview data or practical sound design data, and despite originally feeling as though the interview content would be the most significant part of the project, it was felt that in the end, the practical was more significant, and dictated the direction wherein the podcasts went.