Sprite Fright
Final project for the Sound Design for Visual Media program at Vancouver Film School. The objective was to execute a complete sound redesign within a six-week timeframe, showcasing the technical and creative skills acquired throughout the year-long intensive program.
Role:
Video Editor
Sound Recorder
Sound Editor
Foley Artist
Re-Recording Mixer
Process
Editorial and Dialogue
Since the duration limit for the project was 3:30, I re-edited the original footage and was able to cut out 7 minutes while still keeping a story that made sense.
Because of the new edits, I made some adjustments to the script and then recorded and edited the full ADR. Also I had some fun creating the ritualistic chant and recording my classmates singing it!
SFX
I created the majority of the sound effects by layering sounds from libraries and some recorded by me. The ones that I enjoyed the most were the sprites melting when they were getting hurt and the tree log falling. The latter was tricky because it was a climax point and I had to made sure to use the appropiate build-up of sounds to slowly create that sense of tension, danger and impact.
Foley
This was a very foley heavy short and one of my focuses was to achieve authentic footsteps on grass and dirt. My school’s pits didn´t have grass or leaves on them so I went and collected some leaves and branches to get that organic texture. I almost fell recording the footsteps on the tree log but it was totally worth it.
Backgrounds
I wanted the natural ambiences to feel rich, big and with spatial depth, to achieved that, each layer that I used had a different sound element of the background and a different recording perspective (Close, Mid, Distant). For the designed ambiences, I layered a variety of drones to help build the tension of some scenes.
Music
Because of the limited amount of time, I decided to focus on the sound design and didn’t compose any of the music. I ended up selecting and editing the score from the Slipstream catalog.
Mix
Did a 5.1 mix giving each element its own place using some panning and equalization. I also added some reverb and delay to help me build a realistic outdoor space and make the mix immersive. Finally I made sure to hit all the loudness reqirements for the submission and did a stereo downmix to be able to share my project in platforms that have stereo playback systems.