From the course: Audio Design for Interactive Projects

A tour of the process - Logic Pro Tutorial

From the course: Audio Design for Interactive Projects

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A tour of the process

- [Instructor] Let's explore the process of working with a client from beginning to end. So in other words, concept of a project to final delivery of sounds. In many cases, the part of the process that a sound designer may not be involved in, are the overall project scope, like the project concept, budgeting, the timeline for deliverables, consideration for distribution platforms, like web versus a mobile app, things like motion design, and then finally sound design. Under the microscope of the sound design process for our project timeline, we'll usually have the project concept, followed by a creative brief, where the client may express some things that they would like to hear or have sonically supported in the product by a sound designer. Then usually as a sound designer, it can be nice to provide the client with a sonic mood board based on the creative brief. So in this case, providing a client with usually around three options of sound sets that explore different directions based on a creative brief, and this we'll cover in more detail in the next chapter. After we present our client with a creative brief, they'll usually have a round of feedback where the goal is to either steer them in the direction of one of the sound sets from the sonic mood board or generally just really hone in on what the client is looking for. They may hate them all and then it's time for another revision. But it's generally a period of discovery where we're trying to figure out what our client is looking for and is sonically inspired by. Then from here, we're going to zone in and laser-focus on one sound set or group of sound sets, considering things like the scope of the project and hopefully by this point, maybe our motion design and UX team will be able to provide some concepts here as well, simultaneously while working on sounds, so that we can get an idea of how the project is starting to look, and have that also inform some of the sound design decisions that we make. From here we'll usually have round two of client feedback based on some of the sounds we've honed in and designed. Then we're going to have some more revisions, usually a third round of feedback and then final delivery to our client. Now another thing to point out in terms of some technical specs, it's usually a good idea, in some cases, to deliver our sounds at around negative 18 dB, which has become somewhat of a standard for these kinds of sounds. This gives the client room to boost as needed, cut a bit as needed, and also experiment with different file compression formats such as Ogg, which can be specific to mobile devices or other formats where we're going to go for the maximum sonic presence of our sound with as little data loss as possible.

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