DeSTiNY ANiMaTioN ~ NO SouND (university project)
HaVeaNiCeDaY (ReO JaYeLL) HaVeaNiCeDaY (ReO JaYeLL)
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 Published On May 16, 2014

MuCH ReSPeCT AND MaNY THaNKS TO FaBieN WeiBeL, MaNueL ALLiGNE, SaNDRiNE WuRSTeR AND ViCToR DeBaTiSSE FoR 'DeSTiNY'.

DuBBeD VeRSioN
   • DeSTiNY ANiMaTioN  ~  WiTH MY SouND D...  

I would love your opinion Fabien! Thank you.

ORiGiNaL ~    • Destiny - Animation Short  

This is the 'before' animation used in my sound engineering project during my 3rd year of the audio engineering BSc undertaken in Perth, Scotland, at The University of the Highlands & Islands.

MoDuLE ~ Audio for Multimedia

MY PoRTFoLiO ~ https://reolevon.wixsite.com/portfolio

FYI
Audio in multimedia or sound design as it’s widely known, is the art and practice of adding some or all of the sound heard over videos. There are different classes of sounds, which are transposed on to movies, video games, animations and short films. Diegetic sounds are often on screen sounds, that characters in the video would hear such as spoken dialogue, the movements of objects and people, traffic noise and wind turbulence. Sounds that the characters would not hear, such as narration & narrated thoughts (soliloquy), or music which is not coming from a source in the scene (a radio or a television set) are called non diegetic sounds. If a sound is comes from off screen, it is either active or passive. Passive sounds are the atmospheric and environmental sounds of the weather, and any other background noise. These are picked to shape the scene in whatever way is desirable for instance, very low passive noise would allow for a conversation to be heard easily where as loud wind noises and rain could create the illusion of a storm. Active sounds show the watcher what something sounds like which is not in the frame but is part of the story. A car approaching, or a rabid dog growling out of frame, are examples of active sounds.

Here's the finished product, after many, many hours...
...   • DeSTiNY ANiMaTioN  ~  WiTH MY SouND D...  

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