VR11–Whimsies Attic

Its sound art!!! Its not blog art!!!

@Benjamin Thorn

I read some good blog posts examples on the moodle and I think I would be exploring some examples/fields/reference I like in this blog post:

https://youtu.be/ChnfU376A4Q

Memorable is a huge success on its sound effects and music. It is a story on Painter Louis and his wife Michelle are experiencing strange events. Their world seems to be mutating. Slowly, furniture, objects, and people lose their realism. They are “restructuring,” sometimes disintegrating. I really enjoyed the realism fight with surrealism. You could feel the realistic objects moving, colliding and picking… And there were textures like sci-fis and shimmering very like dreamy sounds. I really loved the composition playing at last with strings and I think that should be playing alive. The sound quality feels so good with the visual.

”The world begins to come alive from the first time slot. There are six entry times and early slots are recommended for those who want the maximum amount of time to explore. Throughout the performance stories repeat simultaneously. There are multiple endings and it is not possible to see everything.“ This is the abstract of the burnt city. I loved the experiences of finding ways on your own, like games in switch: You could follow the character on your own and experimenting your way.

The doom-laden sound design by Stephen Dobbie is a permanent accompaniment, occasionally building to adrenalised trance music. There is a phenomenal lighting design by F9, Ben Donoghue and Barrett (from shadow-play to showers of celestial light) and stylishly modern gothic costumes by David Israel Reynoso (black bodysuits and basques, gold jewellery and feather boas).

All these elements evoke atmosphere and give this show its “wow” factor. But it comes to feel like an elaborate on-site installation rather than an enveloping human drama. The stagecraft is the main event.

Directed by Barrett and Maxine Doyle, The Burnt City is an epic set-up without enough epic storytelling. Aeschylus’s Agamemnon and Euripides’s Hecuba are the source texts but where ancient Greek tragedy classically relies on words and songs, this production employs mime, movement and dance. A few actors speak but their words are barely audible. They are all intense, agile performers.

https://smallisbeautifulart.com/london/#info

“Small is beautiful, Miniature Art” is the most important European exhibition to compile the work of 34 local & international miniature artists and present 143 miniature artworks to the general public. After the undisputed success of the #MiniatureArt phenomenon on social networks, the exhibition offers exclusive access to the magical and sometimes unusual worlds of some of the greatest artists in the movement. “Small is beautiful, Miniature Art” is an incredible journey and a unique experience that offers behind-the-scenes access to small-scale universes full of artistry and poetry, whose only limit is the creative vision of their authors.

Immersing in a world in a kaleidoscope which I found this experience in VR all the time. Its like everything is so small and you are too. That is the reason why sometimes some sounds doesnt work, its like the same object in reality, but not the same size. That is the reason why we need to physically wearing a headset, and listen to what is going on.

“Making appropriate sounds from inappropriate objects.” Quoted from Dereck’s blog, I think it is very interesting and very crucial to the piano. I kind of feel my heart broken. I think the sounds are experimental and the tools being selected are very rare. But I do believe there is a better way of doing it.

I think in sound design, it’s a lot about not what you see in the camera but what you have in the periphery that simulates that there is actually a breathing world around you that has consequences. That was really cool for us, to widen our perspective with the sounds. That makes it possible for us as audio designers to inspire the player to explore because now you suddenly hear an interesting soundscape that might be behind you or in that direction over there. And you’re curious; you want to go examine it.

Or you will hear something that will inform your gameplay. In other ways, maybe when you can hear where a gunshot is coming from, it’s a much higher detail level and, of course, that will inform how you react and what strategies you come up with as a player.