Radio Drama – Project #4

For the final assignment of the class, we had to create a radio drama using AI Tools. Obviously, I used ElevenLabs for the voices of the characters, while also used Udio to create background music. For the sound effects, however, I used Epidemic Sounds, as I could not find any AI tool to make it for me. I used them as less as possible (only the countdown and the shutter sound), so that the whole piece was mostly created by AI.

SYNOPSIS: A multicultural group of film students struggles with technical difficulties in their short film, relying on humor and the promise of post-production magic to see them through.

The story unfolds the confidence of the fresh film students in the movie in a funny comedic way but gives a hint that “fixing it in post” is not a solution for the film, yet it is something everyone who made a film goes through.

In the project, I used ElevenLabs’ 2 voices from the voice library but created 3 new voices in the voice design studio because of the lack of voices available there. The studio is not very customizable yet but still gave pretty good results.

For the music, I used Udio, which actually gave me good results almost from the first try and allowed me to extend the song both ways (create an intro and outro, as well as simply extend it by adding a new part).

I used Adobe Audition to assemble all the audio files and it was pretty fun to do. As I was a Course Assistant for the Sound Design class last semester, I knew that the most important thing was organizing the tracks and I did it first thing. I did not use any special effects inside the Audition just because even without them it sounded very good and I decided to leave it as it was. However, I feel like I could have done a bit more by adding more sound effects from the Epidemic Sounds and using the settings of the Audition to enhance the radio drama experience.

Here is the final piece of the radio drama called FIX IT IN POST.

Here I also added the screenshot of the tracks from the Audition to show the tracks I used.

AI Generated Video Sequence – Project #3

For this project we were supposed to use any text/image-to-video AI generative tools to create a sequence.

In my work I used RunWayML as I have been familiar with it from before. The tool is very stable compared to the competitors and very much more stable compared to itself just 3 months ago. I was really amazed by how good it is in some cases, yet some of the moments the AI still cannot figure properly (running/walking people).

The video shows a trailer/sequence for the game I am creating and shows the story of it.

 

Pre-Visualization Package (Project #1) – VR Game Design

Simulsomnia

The game I am planning to create is named Simulsomnia – “shared dream” from Latin.

Logline: To wake up from a shared dream, 4 teenagers, Jay, Kay, Lou, and Mo, have to find each other’s memories in the densest city, where every room leads somewhere else.

Project Description: A multiplayer cross-platform video game on PC and consolesabout Jay, Kay, Lou, and Mo having a joint dream happening in a very dense city(inspired by Kowloon Walled City) and trying to escape it by collecting each other’smemories and sharing them. The main obstacle is that no one knows whose dream they found and each room/location is being saved on the player’s personal map differently. They can get out of the dream by navigating each other and recollecting the dreams.

Intro Cutscene: Jay, Kay, Lou, and Mo are 4 friends who in the opening cutscene will come to a sleepover for one of them (the host of the game party) and fall asleep wearing connected foil hats, just as the online tutorial suggested them to.

Inspired By.

These 3 games require you to play with friends and communicate at every stage possible because otherwise, the game is not as fun. The screaming distorted voice with Proximity Chat somewhere far behind gives you chills and makes you laugh uncontrollably – the key to success in games for friends, IMO.

Moodboard.

The first iterations in MidJourney.

The mood and theme of the game will be very nostalgic and dreamy since they all are located in the dream. Despite the common trashy environment in general, different rooms will feel differently – the room that will create an association on your map with love will turn into a pinkish, beautiful haze, and soft lighting.

Yet, to drive players to explore the map, some rooms, and items might create a scary association that will trigger a horror, escape room vibe – the NPCs they might interact with will start chasing them or trigger a screamer Quick Time Event.

Main Menu.

Main Manu should look pretty simple, yet as most of the time when you play with your friends you are waiting for them to join, I wanted to make even the main menu with easter eggs and a bit interactive.

Loading Screen.

Character Customization.

When waiting for your friends to join your party, you can choose the character and its style/clothes. I have generated 12 different characters (the look is completely customizable, while the traits of the character stick to them depending on the name (whose name gets which traits are TBD).

3D Objects.

The game involves interactions with objects that afterward will be saved on the player’s personal map, thus I decided to use Luma Genie AI to generate low-res and high-res 3D renders that I might use in my prototype. Obviously, they came back very messy and not perfect, yet this as an example of the objects that will be used later when actually creating 3D models is very helpful.

Core Loop.

  1. 4 players randomly spawn in different locations.
  2. Every room they enter has different items/NPCs they can interact with.
  3. The first object/character they interact with creates a “memory” that is saved
    on their mini-map, naming the room depending on the “memory”.
  4. After some exploration, they can find outstanding items/NPCs that will give
    them memories of other players (which will take the memory from the
    original holder).
  5. They have to find each other and navigate them by speaking through a
    walkie-talkie to the rooms where they found their memories.
  6. After every memory is found and connected to the right person they can
    escape the building by finding the way to the street.

Additional Mechanics include First-Person view, Proximity chat, Random Map Generation, a store for upgrades of their equipment in the dreams, and Character Customization.

Posters.

Here I generated some posters for the game as a background preview for different platforms. (Mix of MidJourney and Figma).

Icon Logo.


Figma Page for Better View.