More will be added when my music comes out. For our audio unit at Gibson Tech, We had to learn and process music notation. So, for my assignment, this is what I did. I tried to go for a village theme by using a harp and having a base drum. By doing this I made a very mystical theme. This assignment showed me how to learn, mix, and master music by learning how music notation, theory, and the circle of fifths work.
For another assignment we had to tell a story using only sounds, for this assignment I jotted and
documented my thought process via google docs.
The story I am trying to tell is a simple yet grueling one. It follows someone who’s running away
from something, then a door shutting, then heavy breathing to follow, then some distant banging on the
door that shuts. I want to have a realistic and organic feel with this project. I would also like to add
a bit of cluttered noise with some open noise to demonstrate the seriousness of the situation, this
situation is mostly dark.
9/18/25 - 8:57 AM
I need a running sound, a door shutting sound and some type of growling or hissing sound for this.
9/19/25 - 9:34 am
I also want him to die at the end of this so there’s a scream and blood splatter.
9/22/25 - 10:27 am
The next audio has to deal with my group's game called Overwrought in which there's a level called Sadness where
you're in a graveyard. The main idea for the assignment was to create ambient audio for a level, so I decided to make
one for Sadness. This is what I wrote for the assignment.
The soundtrack I wanted to create was for a level in my group’s new game Overwrought. When I was given the level
“Sadness” to make an ambient sound for, I thought that making a graveyard that had fog and rain would be a great idea,
since it allowed for the player to be immersed fully in the level since you have to be on your toes constantly. The main
mechanic is running but I didn’t want the player to experience constant worry instead I wanted this uneasiness to slowly
overwhelm the player. That is the idea behind this sound.