Case Study: "Little Sister" - Queens Of The Stone Age

In this video, I take you through my case study of the song "Little Sister" by Queens Of The Stone Age. I am performing this case study with the purpose of furthering my knowledge of music production, aiding my skills as an audio engineer.  You can check out the song in the video at the bottom of the page.

Case Study: "Little Sister" - Queens Of The Stone Age

Case Study: Mr. Robot - K3rnel Pan1c

In this case I'll be analysing a scene from the episode "K3rnel Pan1c" from the show Mr Robot, which is a show based around the character Elliott - a cyber vigilante that suffers from social anxiety disorder and clinical depression - who has an alternate personality known as Mr Robot. The aim of performing this case study is to extend my knowledge of mixing film audio. I will be analysing the dialogue, music and effects separately to determine how they were created and processed; how they interact the video image; and also how they interact with each other.

Case Study: Mr. Robot - K3rnel Pan1c
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Mediated Violence

Does violence in media make us more violent? Are heavy metal music and video games responsible for students shooting up their schools or committing suicide? In this blog I'll be discussing pieces of media inspired by school shootings and ethics of glorifying these types of acts.

ResearchAsh BallComment
Mediated Violence
ResearchAsh BallComment

Research: How To Use Sidechain Compression In FMOD

While exploring FMOD and its various features to implement interactive audio into a game I found myself stuck on how to apply sidechain compression to my tracks. Unfortunately I found the user manual and various instructional videos to be not very instructional. I eventually managed to figure what seemed to be missing from these other tutorials and decided to confirm my newly found knowledge by creating my own instructional video, which can viewed below. Hope you enjoy!

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Research: How To Use Sidechain Compression In FMOD

Reflective Journal: Setting Up Interactive Music In FMOD

Creating interactive music for games isn't as simple as writing some songs and making them fade between each other. It is best practice to map out how the music will interact with the game before actually writing the music. In the video below I take you through how I set up my FMOD session to implement interactive music for a rogue-like mobile game. Hope you enjoy!

Reflective Journal: Setting Up Interactive Music In FMOD

Case Study: "Pentagon" - Sean Murray

In this case study I'll be performing an analysis of Sean Murray's "Pentagon", which is featured in the game, Call Of Duty: Black Ops. I intend on using this song as a reference track for an upcoming project, involving myself and Chris Ware creating the composition and sound design for the game Transmutation (Jordon Dodds, Nic lyness, Pritish Choudhary).

Case Study: "Pentagon" - Sean Murray

Case Study: "Army Of Me" - Björk

I am performing this case study with the purpose of furthering my knowledge of electronic music production, aiding my skills as an audio engineer. "Army of me", lead single from the album Post (1995) written and produced by Björk and Graham Massey, is exemplary of how electronic production methods can be utilised in pop music. 

Case Study: "Army Of Me" - Björk

Case Study: "Daydream" - Tycho

This case study refers to a collaborative project with Darcy Wilson composing an ambient style electronic song. For this reason I am conducting this analysis of Tycho's Daydream as this will be used as a reference track for this project. Daydream was written and produced by Tycho; was mixed and mastered by Tycho and Count; and was released on the album Dive in November 2007.

Case Study: "Daydream" - Tycho