Pocket Boy's got a voice now! Well, he does not say a word while sitting inside a pocket, but the world around him received a fresh coat of colorful sounds. This was possible thanks to the help of Kristian Johansson, a 31 year old Swedish sound designer, aka The Man of Sound.
The Man of Sound, as you can guess from his name, has been working for quite a while on sound effects, music, and game interfaces, but he is also well known for co-creating and co-hosting the #1 Gaming podcast in Sweden.
With The Man of Sound taking care of Pocket Boy's audio presentation we knew we had received the help of a talented professional, but we did not expect he could get so into Pocket Boy and understand it as in depth as he did. He managed to compose music and sounds which were incredibly close to the idea we had in our mind but could not put down in musical notes.
To understand his work better and to take a glimpse at the behind the scenes of the new music inside this update, we decided to ask a few question about Pocket Boy and his profession in general.
AddictiveColors: When did you realize you wanted to be a sound designer?
Kristian Johansson: A funny coincidence, actually. Up until 4 years ago I had no particular interest in sound (other than a rather big passion for game music). I was studying digital media design, and eventually there was this course called Sound production. My initial thought when hearing about this was something like “that sounds boring, what a waste of time”. But I still attended the course, and what do you know – it was really fun!
I eventually ended up studying sound design for video games for 3 years and that’s where I really felt it was something I could do for a living. I realized sound design, for me, is like creating illusions. I guess deep inside, I’ve always had this childish dream of being a superhero, a magician etc. Sound design is like creating something out of nothing - a feeling, a place, an event.
So in a sense, perhaps I’ve always wanted to be a sound designer.
The Man of Sound, as you can guess from his name, has been working for quite a while on sound effects, music, and game interfaces, but he is also well known for co-creating and co-hosting the #1 Gaming podcast in Sweden.
With The Man of Sound taking care of Pocket Boy's audio presentation we knew we had received the help of a talented professional, but we did not expect he could get so into Pocket Boy and understand it as in depth as he did. He managed to compose music and sounds which were incredibly close to the idea we had in our mind but could not put down in musical notes.
To understand his work better and to take a glimpse at the behind the scenes of the new music inside this update, we decided to ask a few question about Pocket Boy and his profession in general.
Pocket Boy ha finalmente una voce, o meglio: continua a stare zitto
nelle tasche, ma attorno a lui il mondo si è "colorato" di suoni. Tutto
ciò è avvenuto grazie a Kristian Johansson, 31 anni svedese, in arte The Man of Sound.
The Man of Sound, come si evince dal nome, si occupa ormai da tempo di effetti sonori, suoni d'ambiente e per interfacce nell'ambito dei videogiochi. Ma ha anche condotto per diversi anni il più popolare podcast svedese sui videogiochi.
Affidando la gestione dei suoni a Kristian sapevamo di avere un collaboratore di talento, ma non ci aspettavamo che capisse così a fondo il nostro progetto e potesse produrre delle sinfonie così vicine alla nostra idea.
Noi stessi non avremmo saputo fare di meglio, per questo gli abbiamo fatto qualche domanda sul suo lavoro e su come ha gestito il progetto "Omino delle Tasche".
AddictiveColors: When did you realize you wanted to be a sound designer?
Kristian Johansson: A funny coincidence, actually. Up until 4 years ago I had no particular interest in sound (other than a rather big passion for game music). I was studying digital media design, and eventually there was this course called Sound production. My initial thought when hearing about this was something like “that sounds boring, what a waste of time”. But I still attended the course, and what do you know – it was really fun!
I eventually ended up studying sound design for video games for 3 years and that’s where I really felt it was something I could do for a living. I realized sound design, for me, is like creating illusions. I guess deep inside, I’ve always had this childish dream of being a superhero, a magician etc. Sound design is like creating something out of nothing - a feeling, a place, an event.
So in a sense, perhaps I’ve always wanted to be a sound designer.
AddictiveColors:Quando hai capito che volevi essere un sound designer?
Kristian Johansson: Fu una divertente coincidenza. Fino a 4 anni fa non avevo un particolare interesse per il suono (al di là di una grande passione per le musiche dei videogiochi). Stavo studiando Digital media design, e mi imbattei in un corso di Sounds production. Il primo pensiero che mi venne in mente quando ne sentii parlare fu "sembra noioso, una perdita di tempo". Ma poi frequentai il corso e, sapete cosa? Lo trovai veramente divertente!
Ho finito per studiare sound design per videogames per 3 anni, ed è lì che ho sentito che questo poteva essere ciò che mi sarebbe piaciuto fare per vivere. Ho realizzato che comporre suoni , per me, è come creare illusioni. Penso, nel profondo, di aver sempre avuto il sogno infantile di essere un supereroe, un mago ecc. Fare il sound designer è come creare qualcosa dal nulla- una sensazione, un posto, un evento. In questo senso, forse ho sempre voluto essere un sound designer.
AC: Do you have particular sources of inspiration you take from?
AC:Hai delle particolari fonti di ispirazione da cui attingi?
KJ:Non ho particolari fonti d'inspirazione. Cerco di imparare il più possibile da ogni risorsa che trovo. Ma solitamente trovo che i videogiochi horror siano una grande fonte di inspirazione per essere un buon sound designer. (aiuta anche il fatto di avere una grande passione per il genere horror).
AC: When did you started collecting sounds? What makes you choose one sound over another? (please do mention a particular experience you have had, real cases)
KJ: Well, I started back when I worked on my first real game project about 4 years ago (a tea-shop simulator, of all things!). And it just kept growing. Hard to say why I choose one sound over another. Sometimes it feels like an aimless search/experimentation while trying to stay as open as possible.
One example of this would be from an experimental game I created a couple of years ago: the game was supposed to be about falling asleep, dreaming and waking up. I wanted the game to start out with the feeling of being asleep but also being aware of it while stuck inside of your own body.
So I was looking for a hissing, gurgling respirator kind of breathing sound, but had no real idea where I would it. I tried using regular breathing and processing it in various ways, but it just didn’t come out right. While trying to stir up some new ideas I was ironing some shirts and suddenly realized my steam iron made this hissing, gurgling sound. And that was it! So, often you just have to be open for everything to sound like – anything! I feel in general, the more unexpected the source is, the more interesting the sound may end up.
AC: When did you started collecting sounds? What makes you choose one sound over another? (please do mention a particular experience you have had, real cases)
KJ: Well, I started back when I worked on my first real game project about 4 years ago (a tea-shop simulator, of all things!). And it just kept growing. Hard to say why I choose one sound over another. Sometimes it feels like an aimless search/experimentation while trying to stay as open as possible.
One example of this would be from an experimental game I created a couple of years ago: the game was supposed to be about falling asleep, dreaming and waking up. I wanted the game to start out with the feeling of being asleep but also being aware of it while stuck inside of your own body.
So I was looking for a hissing, gurgling respirator kind of breathing sound, but had no real idea where I would it. I tried using regular breathing and processing it in various ways, but it just didn’t come out right. While trying to stir up some new ideas I was ironing some shirts and suddenly realized my steam iron made this hissing, gurgling sound. And that was it! So, often you just have to be open for everything to sound like – anything! I feel in general, the more unexpected the source is, the more interesting the sound may end up.
AC:Quando hai iniziato a collezionare suoni? Hai un modo per scegliere un suono più interessante che un altro?
KJ: Beh, ho iniziato quando lavoravo al mio primo vero game project circa 4 anni fa (la simulazione di un negozio del tè, tra tutte le cose che avrei potuto fare!). Da lì è nato e cresciuto tutto. Difficile dire perché scelgo un suono anziché un altro. Qualche volta cerco e sperimento senza un determinato scopo tenendo la mente più aperta possibile.
Un esempio di questo potrebbe venire da un gioco sperimentale che creai un paio di anni fa: doveva rappresentare una situazione in cui ci si addormenta, si sogna e ci si risveglia. Volevo che il gioco iniziasse con la sensazione di essere addormentato, ma anche la consapevolezza di essere bloccati dentro il proprio corpo.
Quindi ero alla ricerca di un sibilo, un gorgoglio come di un respiro affannoso, ma non avevo bene idea di cosa volevo. Provai ad utilizzare un respiro regolare e rielaborarlo in vari modi, ma non ne ero soddisfatto. Pensavo a nuove idee per risolvere questo problema proprio mentre stavo stirando qualche camicia e subito mi resi conto che l'esatto suono che cercavo era quello che produceva il ferro da stiro, sibilante e gorgogliante. E così è stato! Spesso basta essere aperti e pensare che qualsiasi cosa può suonare come un altra! Penso in generale che più è inaspettata la fonte, più è interessante il suono che ne può venir fuori.
AC: What instruments do you use to compose your work?
KJ: I use a Novation Nocturn 49 Keyboard hooked up to Ableton Live. I also have a harmonica and a flat ukulele (like a regular ukulele but more thin!), but I have yet to incorporate any of them in my songs. One day, perhaps! I also use some of my recorded sounds as instruments in Ableton Live.
AC:Che strumenti usi?
AC: What instruments do you use to compose your work?
KJ: I use a Novation Nocturn 49 Keyboard hooked up to Ableton Live. I also have a harmonica and a flat ukulele (like a regular ukulele but more thin!), but I have yet to incorporate any of them in my songs. One day, perhaps! I also use some of my recorded sounds as instruments in Ableton Live.
AC:Che strumenti usi?
KJ: Uso una tastiera Novation Nocturn 49 collegata ad un Ableton Live. Ho anche un'armonica e un uKulele piatto (come un normale ukulele ma più sottile), ma non li ho ancora utilizzati nelle mie canzoni. Un giorno, forse! Uso anche alcuni dei suoni che ho registrato come strumenti in Ableton Live.
AC: Writers and Illustrators always have their thoughts visualized in front of them and it is a strong visual feedback of the work in progress, how do you visualize your music?
KJ: Depends on the situation. If it’s a game project, I ask simple questions to the people responsible, questions like ‘what kind of feeling do you want the player to experience?’, ‘What’s the situation?’. Heck, even a simple color could be enough.
When I compose freely, I experiment a lot with various genres and get inspired by music I love listening to myself and/or project some of my inner feelings into the songs I create.
AC: Chi scrive o disegna ha sempre sotto gli occhi l'elaborazione del
proprio pensiero in forma visiva, tu come visualizzi la musica?
KJ: Dipende dalla situazione. Se si tratta di un game project, faccio delle semplici domande alle persone responsabili, come "che tipo di sentimento volete far provare al giocatore?", "Qual è la situazione?". Ma anche un semplice colore può essere d'aiuto.
Quando compongo liberamente, sperimento un sacco di generi e prendo spunto dalla musica che mi piace ascoltare e/o cerco di mettere i miei sentimenti interiori nelle canzoni che creo.
AC: What did you focus on when you composed Pocket Boy's music tracks?
KJ: Well, for the main theme I wanted to create something really light-hearted with a summerlike feel to it. With a hint of mischief and adventure added. Since Pocketboy is about a really small boy (?) living alongside kids in their everyday life, I tried to limit myself to soft and natural instruments like piano, flutes, various chimes and bells. I then used the main theme as a starting point for all the other songs. Each song was then shaped by the unique task or situation presented on each of the pages.
AC: What did you focus on when you composed Pocket Boy's music tracks?
KJ: Well, for the main theme I wanted to create something really light-hearted with a summerlike feel to it. With a hint of mischief and adventure added. Since Pocketboy is about a really small boy (?) living alongside kids in their everyday life, I tried to limit myself to soft and natural instruments like piano, flutes, various chimes and bells. I then used the main theme as a starting point for all the other songs. Each song was then shaped by the unique task or situation presented on each of the pages.
AC: Su cosa ti sei focalizzato per pensare alle musiche dell'"Omino delle Tasche"?
KJ: Per il tema principale volevo creare qualcosa di molto leggero che facesse pensare all'estate.Con un pizzico di malizia e mistero aggiunto. Dal momento che l'Omino è molto piccolo e vive la vita di tutti i giorni accanto ai bambini, ho provato ad utilizzare solamente strumenti naturali come il piano, flauti, vari campanelli e campane. Ho poi usato il tema principale come punto di riferimento per tutte le altre musiche. Ogni musica è stata adattata ad un unico compito o situazione diverso in ogni pagina.
AC: What was the most useful Pocket Boy material that helped you understand what we wanted to say with Pocket Boy?
KJ: Well, this project was kind of difficult since I had no way of actually playing Pocketboy myself. So the most useful material was seeing a trailer for an earlier version of Pocketboy, I think the art helped set the tone, along with learning about the story and getting some general guidelines.
AC: What was the most useful Pocket Boy material that helped you understand what we wanted to say with Pocket Boy?
KJ: Well, this project was kind of difficult since I had no way of actually playing Pocketboy myself. So the most useful material was seeing a trailer for an earlier version of Pocketboy, I think the art helped set the tone, along with learning about the story and getting some general guidelines.
AC:Quale materiale ti è stato più utile per capire cosa volevamo esprimere?
KJ:Beh, questo progetto è stato piuttosto difficile dato che non avevo modo di giocare a Pocket Boy in prima persona. Quindi il materiale più utile è stato vedere un trailer della versione precedente dell'"Omino delle Tasche", penso che l'arte abbia aiutato a capirne il tono, assieme ad apprendere la storia per sviluppare le linee guida generali.
AC: What is the single toughest element in your profession?
KJ: Getting people to listen (to me)! On a more serious note: some sounds can be really hard to nail. In a broader perspective, the hardest part is probably how to connect everything together towards at the end and being consistent. I strive to make my sound design always be consistent, connected, with thought put into it – not just filling in expected audio blanks with generic sound effects.
Also, in bigger projects I feels it’s harder to keep everything going along the same path, to always know what the requirements should be to stay on that path with every little sound created.
AC: Qual è la cosa più difficile nel tuo mestiere?
KJ: Convincere la gente ad ascoltare (me)! Scherzi a parte: alcuni suoni sono difficili da fissare. La parte più difficile è proprio connettere ogni cosa assieme in modo che alla fine tutto diventi coerente. Mi sforzo di creare i suoni in modo che siano sempre coerenti e collegati con quello che ho in mente, non solo riempiendo gli spazi audio previsti con effetti sonori generici.
Inoltre nei grandi progetti è più difficile mantenere tutto sullo stesso percorso, e tenere sempre a mente i requisiti fondamentali per introdurre anche i più piccoli suoni creati nell'insieme totale.
Inoltre nei grandi progetti è più difficile mantenere tutto sullo stesso percorso, e tenere sempre a mente i requisiti fondamentali per introdurre anche i più piccoli suoni creati nell'insieme totale.
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