Glassy Water was an assignment for my sound design class where we took audio files from other students’ recordings, implement effects, and arrange them to create some musical elements such as rhythm to complement some form of dialogue. Here is the poem to follow along if interested.

Glassy Water

A single ripple—
glass begins to crack.
Then another—
fractures spreading
across the still.

Broken glass moves—
slow at first,
then all at once.
Wind scatters fragments,
shifting the surface into chaos.

Waves clash.
Rain strikes.
The whole sea shudders
in pieces.

Then—
quiet.

Wind fades.
Water draws itself
back together.

The cracks close.
The surface smooths.
Still glass,
again.


Sound Design In Poetry

Sound Design In Games

Down below are some samples of the sound effects I put into the game, mostly blending sounds from sound libraries, but sometimes using my own foley recordings. You can click on the images to access the games on itch.io

This clip is from Flesh Bucket. This game is still a work in progress, but I have been experimenting within FMOD in this game and was able to use code the scripted cooking timer to manipulate the the pitch of the “Burger Time Ticking” foley I recorded to speed up as the burger gets closer to being cooked.

Sound In Video

The video was a final for my sound design class where we had to record voices, foley, implement music, and sounds from a library. To the right I have my documentation of my thought process and images showing what sounds I recorded and where they are audible within the video.

Just a heads up…. The dialogue completely contrasts the tone of the video.

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Video Game Music and Audio