
Evaluation
Introduction
Evaluation is a very useful method of analysing a project's success and it can come in two forms; self reflection and external feedback/criticism. These can be used to review what I'm doing throughout my project, take onboard criticism, and then use it to improve what I'm creating during my project. In short, the evaluation methods in this project will help me to see where I can raise the quality of my work to a more professional level and help me learn from my mistakes, which are in line with some of the goals this project aims to achieve.
The majority of my self reflection will be done in my reflective journals which, as they suggest, let me reflect on what I do on a week-by-week basis. Writing down what I do and how I feel about my workflow will help me mentally process my work and its methodology which will help me adapt and improve how I work in future weeks.
External feedback/criticism will come in the form of Google Forms document. In the context of my Foley project I can send a video clip to large amount of people in a Google Forms document with different questions attached concerning my sound effects production quality. I can use these data points and criticisms to see what I'm doing right and wrong and therefore use it to increase the quality of my project during its creation.
Creating a Google Forms Survey for External Feedback
After finishing my first Foley Clip, I was in a position to be able to produce a Google Forms document with the isolated first clip attached with a variety of questions that would ask about the different aspects of its quality. When this was sent out to people, I could use their responses and criticisms to improve my work. But, having said that what would be the best questions to ask to ensure the responses received would help me improve? After all, simply asking "Do you like it? Yes or no?" would not allow me to gather enough information or criticism to improve my final product. I needed questions that would mark me against my project's criteria and aims. The main aim of my project was to produce a professional quality sounding Foley redub of one or more movie clips that immerse the audience in the movie's content. With that in mind, I designed a Google forms survey that started out by explaining my project's concept and I gave them the clip with the original film audio and the clip with my foley redub. I then asked a series of relevant questions. Given that here's what I asked and here's the results along with some of the correspondence I received. (Note: Click here to open the video they were reviewing in separate tab. Could be useful when reading this section).
Question 1: Not including dialogue or music, do you feel like my clip is missing any specific sound effects?

This question aimed to tackle the immersion factor. This is because if a sound effect is missing and there's silence, the audience will lose immersion. Also I wanted to know what I'd missed for future preface.
Overall, just over two thirds of the people who took the survey (honestly I would've liked more than 18 responses but oh well) thought I got everything which is a pretty good result in my opinion. Furthermore, anyone who selected "No" got taken to the second half of the question which asked for
specifics so I could learn and adapt from where I went wrong (another part of my project's aims was to learn and grow from my mistakes). The second part of the question asked "What specific sound effects do you think are missing from my clip? Add timestamps if possible,". Below are some of the responses. Please note my pool of respondents ranged from other students, friends, and online friends so some are quoted using their usernames.
"Tiny hat rack coming out of the floor 0:27 , possible more noticeable rolling sound on the contents of drawers being open ie: eye's rolling 0.28 (sound possibly too subtle for me to notice)" - Kevin
"28 seconds, seems like there should be some marble or glass ball sound effects for the eyes rolling around and hitting each other," - Abel
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"0:27 - The pole that comes up and springs little hooks to hold the hat has no sound at all. There should be a sound of it rising up and a sound of the hooks springing out." - Josh P
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The overall consensus from this feedback was that the main sound effects I was missing, and was most noticeable, was the hat rack and the rolling of the glass eyeballs in the drawer. For the hat rack, I missed out an extra sound effect there because I felt as if the button that raises the hat rack was part of one mechanism so it didn't need an extra sound effect. Obviously, this was a bad call by me, as this stood out as irregular for a lot of people as I've seen in the responses. From this, I should learn not to overlook the small details in a scene for future works. If I get time, I will try and fix this in my final sessions.
The glass eyes in the drawers were something I think I had somehow forgotten about. I think I mislabelled the sound effect as "completed" in my spotting sheet so it was missed. I remember planning on using something like golf balls or ping pong balls for the effect but this was never done. I can try and fix this in future sessions if I get my hands on the materials I need but in the future I should pay careful attention to my planning to avoid mistakes like this again.
Question 2: Overall, in your opinion, how accurate are the individual sound effects?
This question tackled both immersion and overall quality of the clip. After all, if the sound effects aren't accurate to what's on screen then it's not immersive and isn't of a professional quality. For this, I asked respondents for their opinion on the accuracy from a 1-6 scale from Terrible to Perfect. The results for this section were extremely positive in my opinion with no respondents saying that the sound effects were inaccurate or lower with over 10% saying they were perfect and over 80%

of respondents saying they were very accurate in most cases. Respondents didn't enter "Perfect" into this option were taken to the second part of the question which again asked for specifics so I could learn from my mistakes. It asked "Which sound(s) do you think do not sound accurate to what's on screen? This could refer to how it sounds or its timing. Leave timestamps if possible," and here are some of the responses:
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"At around 0:28ish, when the toy hat is placed on the stand it sounds almost like a fabric settling into place when I believe it should have a more plastic sound. (I could be wrong here)" - Nigel
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"Putting the hat on the stand at 29 secs. I don’t know what it is about it exactly but it’s missing something maybe." -Amber
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"At about 0:30, during the drawers opening, i feel as if the drawers having the same sound takes away from the actual weight the objects in them have, i feel the glasses hitting the drawer front would "thud" more than the chess pieces, but that's personal preference really," - Erno
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I had quite a range of answers for this question. A lot of what the audience deemed "inaccurate" could've arguably been down to personal preference. Additionally, a lot of people also wrote about the hat rack and eyeballs here too so maybe I should've restructured the question to separate missing sound effects from inaccurate sound effects. But from the responses I did receive, some of the cloth sound effects were generally highlighted as inaccurate along with some of the contents of the drawers opening. During my recording, it's possible I may have rushed these sections when doing my Foley work. In the future, I should learn to take my time with sound effects and pay attention to the detail of actions and the materials seen on screen. Again, if I get time I will try and fix these section in my final studio sessions.
Question 3 and 4: Most and Least Accurate Sound Effects
Question 3 asked "In your opinion, which sound effect(s) most accurately depict what's happening on screen? Leave timestamps if possible," and question 4 asked "In your opinion, which sound effect(s) least accurately depict what's happening on screen? Leave timestamps if possible." These were optional questions that aimed to highlight the best and worst sound effects so I could analyse where I had immersed the audience the best, and stuck therefore stuck to my project aims closest.
Responses for Most Accurate Sound Effects:
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"0:50 Polishing the eyes" - Pontus
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"The eyeball cleaning at 0:46" - K'Lee
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"Paint sound effects," - Stan
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"Sound 1: The Door opening is very well timed and synched. The addition of the door creak helps sell the effects really well. Sound 2: All the sounds corresponding to the opening of the repair kit work really well with the wood and metallic clicking of the various compartments opening up. Sound 3: 0:57 with the sound of the machine turning on is very close to the og sound in the film itself. Sound 4: The airbrush sound is very close to the og film as well with the right amount of spray working with what's on screen." - Anthony
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This question had a range of answers too. A lot liked the eye polishing scene and the squeaky chair woody sits on. A lot liked the pump sound I recreated with a Nerf gun too along with the spray sound for the spray paint I recreated using an air duster. Reading these made me proud of my work and helped me realise what I'd done right. Knowing that these sound effects helps cement the idea that I'm achieving my project goal of creating a professional sounding final product.
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Responses for Least Accurate Sound Effects:
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"Cleaning of Woody's eyes," - Nicky
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"0:18-0:19, The removal of Woody from the glass case, has a bit too harsh/ high pitched of a creak than you would expect, though overlayed with music it might be less noticeable," - Erno
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"The shaking of the bottle at 1:07, the liquid sounds too runny (?)" - "Subject Cool B)" (yes, that's what they put their name as??)
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"0:26 - The handling noise of Woody's hat being taken off sounds too much like fabric being rubbed or jostled. His hat looks like it's probably made from plastic. Not the kind of sound I'd imagine. 0:28 - Hat being placed on the hat rack. Read the above. 0:30 - Drawer full of eyeballs being opened. There needs to be WAY more sound of objects rolling around in the drawer." - Josh P
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This question yielded similar results to previous questions. As seen above, some answers were conflicting as one person would say a sound effect was accurate and another person say it's inaccurate. This definitely makes me think that a lot of my results could be down to each individuals preference in some cases and I should take that into account when analysing these results. Also there are cases where I don't agree with the criticisms. The bottle for example sounds great to my ears, with others agreeing saying they liked it but others obviously don't. I suppose the lesson I can take from this is that I can't please every member of an audience? I can try and put more focus into the small details (maybe extra layering or focus on the materials in a sound effect?) to reduce the amount of dissatisfied listeners.
Question 5: In my Foley clip, can you hear any discrepancies with the quality of the audio? This could include artefacts such as distortion, popping, white noise, or specific sounds being too quiet/loud.
This question focused in on sound effect quality physically. I wanted to use this question to highlight issues in their digital structure including distortion, popping, white noise, or specific sounds being too quiet/loud as mentioned in the question Luckily over 72% didn't find anything. This indicated to me that the clip was generally of a very professional quality and on track for my goals for my project. The remaining 28% who answered "No" were taken to the second half of the questions which let them go into specifics. It asked "If you feel poor audio quality is present, what can you hear and where is it? Please leave timestamps if possible. "
Here are all of the answers I got back.

"Eyeballs" - Kevin
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"0:05 - Doorbell. Is that weird sound intentional? is it not? if its not i hate it. if it is I hate it. but it has to be intentional how could you have missed something like that if it was an artefact? I hate it. Moving on. 0:14 - Final set of shelves that pop up - I know I commended them earlier. But there is a little bit of noticeable reverb on the tail end of the sound and some rumbly noise from wherever you recorded the sound 0:18 - Glass door. I think it's too loud also a weird something in there. Could be some additional noise picked up from whatever squeaky thing you opened. If the sound was quieter I think I wouldn't be noticing it so much. 0:19 - Woody handling noises. Again, praised it earlier. But it's too loud! It's giving ASMR vibes. it should not be giving ASMR vibes. 0:24 - Chair head being adjusted. Initial squeak of it I think is a little too loud. Sometimes when I watch the clip I mistake it as the spinny lever having a sound play way too long. takes me out of the scene sometimes. 0:29 - entire drawers scene. I can hear some sound from the room you recorded this in for the entire length of the shot. Low-frequency rumble. probably a fan or something. 0:33 - glasses. mentioned earlier. weird hiss noise. unsure if it's intentional or an artefact. but I don't like it. 0:42 - Cotton tip dip. low rumbly room noise audible 1:08 - Swishy paint bottle. more room noise. Mainly just some room tone from wherever you recorded from. Since only some shots have it and the sound stops whenever the shot is over it's real noticeable. When I bump my audio up all the way I can hear it in other shots sometimes (0:09, 0:11). Main ones in the list I could hear at my usual volume. That stuff is annoying to get rid of man its ok." - Josh P
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"As mentioned with the first question. The sound of Woody being polished are a bit too quiet. 0:46 to 0:56" - Anthony
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Josh gave me the most value out of the second half this question, highlighting the doorbell artefact (which was a rendering error and just somehow fixed itself later) and different rumbles, hisses and loud audio spikes. I think Kevin's answer was confused with earlier questions? Its possible that some of the hisses could've been caused when I had to set the gain high when I was using the AKG-C1000 electret mic instead of the Neumann TLM 193. Either way, I should reanalyse my clip and try and look for these artefacts and try to minimize them when I do the final checks before exporting my project. Doing this will ensure a higher quality final product which puts me on a trajectory towards my goals and aims for my final project.
Questions 7-10: Pure Opinions and Comparisons with the Original
These questions acted to see where I stand in comparison to a professional quality piece of work. So therefore, the best way to do this was to ask questions that put me directly up against the original Foley. These questions could determine if I had reached my project targets of creating a professional quality, immersive piece of Foley work just like in the original respective movie. The questions I asked and their results can be seen below:



These results were extremely positive in my opinion. First of all only 16.7% of my respondents (3 people) thought that my Foley wasn't on par or better than the original's Foley which is a very good result. Therefore the remaining 83.3% thought that my work was better or on par with the professional standard work. This indicates to me that the audience enjoyed my work and that I achieved my project's goals.
Furthermore, not one respondent said that the the sound effects did not match the quality of the original movie's. All respondents said that it was almost of the same quality (this was expected, after reading their criticisms), or matched the quality of the original's. Again this is positive feedback telling me I've achieve my project's goals of a professional quality work.
I want to bring up data bias into this though. If I want to be really, really, critical of how I've done my external evaluation for this, I may have a slight selection bias. Many of the respondents to this survey were friends of mine or people at college and I only got 18 respondents (under-sampling). This may have skewed the data in my favour a fair bit but this is hard to determine. I did try and stress to the participants to be as honest as possible. In my case I think this was hard to avoid without opening the survey up to complete stranger which isn't ideal. This is difficult to determine but I shouldn't doubt the quality of my work too hard as a result.
Moving on from this, I wanted the respondents to give a basic rating of my work from 1 to 10. I ended up with an average score of 8/10 which again is extremely positive. Again, this is indicating a success in terms of my goals for the project overall.
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Before asking the respondents to sign off with their name, I finally asked "Are there any other suggestions or criticisms you have about my clip?", this was so they could comment on anything I potentially missed with my questioning so all my bases were covered when analysing the feedback for my project's improvement. Here's some of the answers:
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"Maybe take another check on the volume on each audio clip and see if you think something should be louder or quieter," - Pontus
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"Your title card in the clip is missing a quotation mark. You've written "Fixing Woody Not. "Fixing Woody" - Josh P
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"I don’t particularly like the glass noise, it goes through me a little bit but it’s not inaccurate" - Amber
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"No other suggestions, I think you have hit the nail on the head, all perfect and brilliantly created." - Joanna
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"I think you have done a fantastic job at trying to create your own soundtrack version." - Jason
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As you can see, I had further criticisms on the audio levels and specifically the glass. Again, things that can be fixed with another analysis of my levelling and individual sound effects. Josh mentioned the apostrophe I mentioned in Planning & Production, its not relevant to my project but this bugs me. I also received a few positive comments commending my work
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Overall, I think this external feedback tells me I have achieved my project goals of producing an immersive, professional sounding piece of work. I definitely need to make slight tweaks in areas and record missing Foley if I get time. I've learned to pay attention to the fine details of my work ensuring all actions on screen are accounted for. I think if I were to do a survey like this again, I would try and get more responses, maybe expand on who can answer so I get a less biased set of results. Either way the results I have are very positive and it makes me proud of the work I've done.
Full list of responses
Final Personal Evaluation
Introduction
My project theme was the study of Foley and aimed to recreate sound effects for a movie clip by researching and using practical techniques and recording methods. With this in mind, my goal was to recreate sound effects of a professional quality, that would immerse an audience and make them believe what they were hearing correlated with what was going on on screen. By taking part in this project, I aimed to enhance my knowledge and practical skills and grow and learn from any mistakes along the way.
My initial goal was to redub roughly three 1.5 minute long video clips with my own Foley to demonstrate my capabilities with the subject. I ended up choosing clips from Toy Story 2, Wallace and Gromit: Curse of the Were-Rabbit, and Lord of the Rings: Fellowship of the Ring. I expected to be quite stretched for time with all this and I was initially very nervous. I felt I had a lot to cover in seemingly quite a short amount of time and after filling a spotting sheet for my project I was a little bit overwhelmed by the sheer amount of sound effects I needed to record. Nevertheless, I proceeded forward.
Practical Skills
My practical work was very efficient in my opinion because a combination of previous experience with Logic Pro, and new researched techniques allowed me to progress through my practical work quite smoothly. I personally found recording into the DAW quite simple and editing different audio slices into the timeline easy too. I can now proficiently use techniques such as slightly fading in/out a sound or automation to increase the overall quality of a soundscape in a project. On top of that, I’ve become more proficient with effects such as pitch shift and reverb, thanks to my research on them. These effects proved very useful in many cases when implementing my sound effects into my work to make a convincing soundscape. Such examples include using pitch shift to adjust the pitch of my recordings for the rabbits and using reverb for when the carrots fall down the chute in my Wallace and Gromit clip. Additionally, my overall balancing techniques (in terms of volume) have improved too partly thanks to how I managed gain staging, especially in the later half of the project, when I changed microphones after learning about electret microphones.
I did have a few issues with the DAW. As mentioned in problem solving, I consistently ran into the issue of my video feed freezing up making it more difficult to time my Foley work correctly without referencing my spotting sheet. I ended up having to restart Logic dozens of times during editing to (try to) fix this but the problem kept coming back. No solution was ever found to this which is unfortunate.
I also faced issues with electrical interference and how grounding your equipment is very important. This skill can be applied elsewhere outside the studio too such as in live sound.
Subject Context
I often feel as if sound effects are overlooked by people studying audio technology. A lot of people seem very focused on the music side of audio technology but it has other applications to it too, Foley being one of them. In my research, I explored the history of Foley artists and the different techniques they used, leading up to the modern day such as how artists would use a variety of objects for different sound effects (a lot of these objects were vegetables). I discussed common techniques used by sound designers in the film industry, such as spotting sheets and different ways Foley artists will use objects to create certain sounds for a film. I think Foley is extremely relevant to audio technology, as it embodies the process of creating a soundscape out of nothing in order to help entertain. In this way it's similar to music.
Research
I covered quite a lot during my research, reading a lot from the book “The Sound Effects Bible” by Ric Viers but I also consulted other websites such as “Foley First” during my project. The most helpful (a new concept I found out) in my research was spotting sheets. I was grateful I managed to research information on that subject as it helped me organise my workflow later in the project. Later on the project, I also had to research specific techniques for recreating specific sound effects including horse hoof sounds (coconuts) and carriage sounds (desk chair and a pile of wood). Researching effects also helped me enhance my soundscapes in the editing processes which increased the overall quality of my final project, which was in line with the aims of my project.
Foley and Creativity Components and Audio Technology
A lot of my Foley work made use of my creative initiative. I found it quite easy to look at an action on screen, and find a practical solution to creating a sound for it. One example of this is for the pump machine in my Toy Story 2 clip. I was initially unsure on how to recreate this sound but upon further analysis I deduced that I could use a bike pump. But I then lost that bike pump and had to find another option. I found an old toy Nerf gun that worked perfectly for the sound effect.
My creativity wasn’t limited to the practical recording side of Foley either. I factored in my researched knowledge of audio technology and used it creatively in my work. For example, I was able to make a metal box sound like a wooden box with creative use of EQ by increasing the gain of a low frequency bandwidth.
Methods such as these were used extensively throughout my project and helped increase the quality of my project. This therein was in line with my project goals of widening my knowledge and using the new knowledge to create professional quality work.
Problem Solving
I dealt with problems pretty effectively. How I dealt with practical problems are listed on my Problem Solving page and each helped aim me towards achieving my project's goals. The subject I didn’t really discuss was my mental attitude. I was very, very nervous throughout 90% of this project and lacked confidence. On the practical side, I didn’t have to make any major changes to my workflow but nonetheless I had a lot of built up anxiety over the whole project. I’m unsure, but it's possible that this anxiety, particularly towards the approaching deadline, made me rush a bit on the details. As seen from the external evaluation, there were a few fine details that were missed. If I had calmed my nerves a bit and slowed down for a second I may have been able to include the extra details, and get around to fix what I missed. Either way, my final product is extremely good in my opinion. This project has taught me to have more confidence in myself and I should take that with me into future endeavours to create even better projects.
Planning & Production
My initial timeline in my project proposal was optimistic but I definitely strayed away from it at several points. Yes, I finished my practical work on the exact day I planned to but I still had to cut off my final project’s clip by a few seconds. I think it expected more from me than I was realistically capable of, or what was expected of me. For example, I expected myself to do more feedback surveys which definitely would not have been realistic. The one alone took a long time to analyse. My feedback survey helped my evaluations but the write up analysis took a long, long time. I don’t think I could have done it multiple times with my fluctuating motivation.
Also, I planned to make a Foley pit during the Easter holidays. Pure procrastination got the better of me here and I never got round to it. It affected my capabilities with my third video clip a bit but I managed to get around it using the ambience I recorded during the holidays and creative use of Foley techniques when creating effects for the horse and carriage.
In terms of additional planning outside the project proposal, I made use of spotting sheets which I found out about in my research. This proved extremely useful and vital when organising and planning my Foley work. It let me plan sessions out ahead of time fluidly and plan what objects I should acquire for certain sessions.
Nevertheless, the project was cut short due to time restraints. I was advised right from the start that 1 Foley clip would be enough but I managed 2 and a half. That’s an achievement in itself.
Presentation Skills
I feel as if my presentation skills were good. My website looks nice in my opinion, but there’s quite possibly areas where I could have benefitted from using more images to portray my ideas. I stated during one of my early reflective journals that I didn’t want pages that were just “walls of text”. I tried to include as many images as possible, especially in my research. I used some of Wix’s gallery tools which helped display groups of images in a pleasant way that could be easily navigated. Despite this, I think some pages such as the proposal page, and reflective journal would have benefitted from more images. Also, I should have been taking more pictures during my studio time. The last gallery in my Planning and Production page feels a bit lacklustre.
On the subject of navigation, I think my website does a very good job. I’m particularly proud of the menu and submenu system you can see above. It makes it easy to hop from one page to another no matter where you are on the website, or how far you’ve scrolled. I also like the layout of my reflective journals with their individual boxes separating the months, and the individual tabs on the boxes taking you to each week.
I think my communication has been clear throughout the project. Upon completing this evaluation, I may send the website link around to friends and family to make sure what I try to say in my work is clear and effective. Throughout the project I’ve tried to go into detail about what I’m explaining and, rather repetitively, been trying to link it all together to achieve the project’s criteria in terms of personal project goals and marking criteria. I’m confident that my written work is satisfactory, legible, and highly detailed.
Evaluation and Reflection
I used thorough analysis of external feedback for my first Foley clip to help evaluate my work. I used it to be able to identify the weak spots in my Foley such as missing sound effects, audio discrepancies, unusual balancing in volume levels, and more. I also was able to determine from this feedback that the final product produced was very high quality with a majority of people saying it was better or on par with the original Foley work. I particularly learned from this feedback to pay attention to the very fine details in such projects. Doing so provides a higher quality and more immersive experience for the audience.
In terms of written work, I’m proud of the amount of work I’ve got done. All the way from project proposal, to this final evaluation. I’ve written far more than I initially expected I’d be capable of. I feel it’s all relevant to what I’m doing and every word has its worth.
I think having more confidence throughout the project would’ve helped me a lot. Less anxiety would’ve given me a clearer mind and prevented me rushing certain areas on the practical side.
My reflective journals were useful during this process. It gave me a moment of self analysis every week to help understand my thought processes and improve myself week by week. Just taking a step back for a second and thinking about what’s going on helped develop my workflow leading to a better quality project. I might start doing the same for future projects if they require it.
Conclusion
Overall, I'm very proud of what I’ve accomplished in the past few months. To determine the overall success of my project, I can start by cross referencing my initial project goals and outline from all the way back in February:
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Has my project taught me recording and editing techniques used in professional sound effects production? Yes, it has. Through my research and new personal experiences I have learned new tricks and techniques in DAWs such as effectively using EQ and effects to my advantage when making Foley.
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Have I been able to demonstrate my ability to use these techniques in the development of my practical work? Yes, the final product and all the written work is extensive evidence of my demonstration of this.
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Have I documented my methodology, problem solving, work progress, and processes? Yes again, everything major is documented. I showed a variety of different techniques used for my Foley work in planning and production and showed how I solved different problems in the Problem solving page
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Have I been able to produce a variety of sound effects made by me in one to three short video clips? Absolutely, and I would say a variety is somehow an understatement. I got the majority of my practical work done, only missing out the last few seconds of the final clip.
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Was my work a professional quality, immersive experience? Yes, I’ve been consistently working towards that goal only missing out on perfection in a few areas and my final product has been received well, which is evident from the external feedback I received.
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Have I been able to grow and learn from my work by using self evaluation and criticism to help develop my skill set? Yes, the external feedback and my evaluation has taught me to have more confidence in my work and pay attention to the fine details in Foley work. My skill set has grown from the experience gained during this project
From this I can determine that the project has gone extremely well. I’m confident about this project and the quality of my practical work. My overall goal with this project was to learn, and enhance my skill set and produce a professional, immersive sounding final product and I think I can safely say I’ve achieved that. I feel a lot better about my work than I have done in the past and I want to take that confidence and use it to aid my development into a professional setting in the future. I think the next step would be enhancing my skills with balancing volume levels, EQ, effects, and mastering even further. Audio technology can be a vast and complex subject but it interests me a lot and has many different applications from creating cool sounding synthesisers with oscillators, to creating immersive soundscapes. I’m keen to learn more.
Do I see myself being a full on Foley artist in the future? I don’t know. But it’s a lot of fun.