Summer Updates, now with added Diablo III Musicology
Greetings all! It certainly has been a while since I’ve posted anything. I’ve been working on a number of things this summer: finishing my paper on the sound design of the game Diablo III by Blizzard Entertainment, working on my comic script, and in general, just relaxing and building some networking.
Speaking of networking, I was lucky enough to have informational interviews at BOTH Pixar and Skywalker Sound, two very acclaimed media companies. As it turns out, Skywalker does most if not all of Pixar’s post-production and professional sound. The Pixar sound team actually only does rough foley and sound implementation and Skywalker does the rest. Really interesting stuff and I hope to keep in touch with the awesome folks over there!
I’ll end this update with a paragraph from my paper. If any Diablo III geeks read this, it’s about the uniqueness of the Whimsyshire music. Enjoy!
(The Blizzard sound team has gone to great lengths to incorporate subtle and effective atmospheric sound. One distinct melody is the haunting music to the secret “Whimsyshire” level. The piece is actually based upon the famous second movement from Maurice Ravel’s Gaspard de la Nuit, called Le Gibet. The original:
is a haunting melody depicting a gibbet, or a scaffold of public execution, of a hanged man against a setting red sun. The sound of a bell tolls from inside the walls of a far-off city, creating the deathly atmosphere that surrounds the observer. Throughout the entire piece is a B-flat octave ostinato, imitative of a tolling bell. The tolling of the bell remains the only anchor to an otherwise profound and desolate piece. The sound developers created a synthesized version of the score and manipulated it; the piece is both reversed and sped up, adding in jarring and bit-like sound effects to some of the backwards melody:
This, in turn with the strange and ironic visuals of ponies and rainbows, creates an eerie atmosphere that is quite unnerving to the player.
The new version of the piece is an excellent example of atmospheric terror in audio because it strays away from the “laws of acoustic reality.” When a familiar and perhaps natural sound is created synthetically and reworked, it becomes unnatural to the listener. The human ear is accustomed to a plethora of natural sounds, including the timbre of a piano. When that timbre shifts to that of a dense and dark synthesizer sound, our perception instantly changes. The reversal of the new synthesized piece also includes a reversal in audio attack and decay envelopes, further creating a jarring effect our ears are not used to hearing.)
Until we meet again, and that should be soon considering school starts in a month!
~MJ