Otherzone
required the recording, processing and designing of sound effects and
atmospheres to form the sound design for the film. The film was being
produced in 35mm which allowed for Dolby Surround mixing. The sounds
design was developed by Philip based initially on David's storyboard
and animatic. As there were numerous CGI sequences, the sound design
was conceptually discussed so that work could progress while the CGI
rendering was being completed.
Based
on sound design in anime, Philip proposed the sound effects
to be based around principles of energy generation. This required breaking-down
the script into key actions and events, and then - in relation to David's
production design and visualization - deciding upon the sonic means
by which the sounds would be generated in the film's futuristic setting.
To maintain this logic, a formula was developed and applied consistently,
with each sound effect designed according to a 3-part energy propulsion:
Part
1 - build up of energy
Part 2 - peak expulsion of energy
Part 3 - dying-off of residual energy
Each of these 'parts' was assembled via a discrete sound effect with
its specific wave-sample editing and processing. The 3 wave samples
are combined so that the final sound effects incongruously evoke different
textures as the 3 energy phases fold into/dissolve/cut into one another.
Atmospheres
were then designed around these effects, so that the sound effects retained
their dynamic and presence within the mix. Following cues in the Otherzone
story, two distinct 'sonic realms' were also developed. One represented
the humans and the rebels, and was based around 'natural/organic' sounds,
while the other represented the cyborgs and corporate lords whose sounds
were overtly 'synthetic'.
Finally,
spatialization issues were considered so that in many scenes sonic activity
occurs off screen, or continues on into another scene but from a transformed
spatial location.