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THE CONCEPT

Where the idea originated from and how it developed an evolved over time

(Project Description and Context)

Project Description

When first starting this project, my goal was to create an album using experimental processing techniques, and implementing instruments in unconventional ways. I had no theme in mind for this album, just that I wanted to use certain techniques and push myself out of my comfort zone in ways I have seen other artists do, such as Nima Fakhrara and Sarah Schachner. While my work is informed by their approaches, it develops these ideas in a more personal and exploratory direction. Whether that be using the acoustic guitar as a percussive instrument, recording and processing unconventional screeching noises from the recorder, or creating percussive effects from the metallic part of the tin whistle, I managed to create some very unique sounds.

In the early stages of the project, I thought about creating a sort of interactive game. I tried in a couple of different engines, and gave myself 2 weeks to try and make some good progress and said if it doesn't seem doable by this time, I would drop it and try something else. However, this approach did not progress as intended within the available timeframe. I also consulted with a game developer I had previously collaborated with to explore whether an existing project could support my concept, but as it was already quite far into development, the ideas I had would be too complicated to implement, and time was running out.

I knew I wanted the album to have a theme. Whilst it wasn't necessary, and I technically already had a theme based on processing techniques, I find composing in response to visual or conceptual frameworks particularly effective for my practice. As my hyper-fixation at the moment centres around birds, this was the perfect choice. In the end, with 2 months left until submission, I decided upon a quiz/questionnaire. I originally wanted to create something interactive as I really love the idea of players/viewers engaging with the content rather than just consuming content. Games like Life is Strange, Detroit Become Human and The Last of Us (slightly different in context), shaped how I view the world and the importance of choices. The questionnaire offers a personalised framework through which the listener engages with and interprets the music.

Quiz Logic

The quiz employs a simple yet effective branching logic system to determine outcomes.. Some technical issues leading up to submission day caused some stress, but I found an alternative. I had made the whole quiz with a website called Tailform, which unfortunately shut down a couple days before I was due to hand the project in. After much trial and error and many late nights, I recreated it in Quizell. The logic was slightly different and took a while to get the hang of.

Essentially, it's just a bird personality quiz. There are 9 possible birds that the player (quiz-partaker) can get as an outcome: Crow, Sparrow, Robin, Heron, Swan, Owl, Blackbird, Duck and Seagull. For each question, there are 1, 2 or 3 birds attached to each answer, and depending on what the player clicks, it will add either 1 or 2 points to that birds ‘score’. I have chosen the questions based on different bird's nature and characteristics, from both primary and secondary research. By the end of the quiz, there is a results page which, depending on which bird’s score was highest, will take you automatically to a page related to that bird on my website. The page will tell the user a little about the bird, why they are similar and how their personality matches. These pages aren’t accessible without a direct link, so in order to see the other birds and songs, the player will need to take the quiz again. 

On each page, the song I composed for the bird is next to the name, for the user to listen to. Supporting photographic documentation has been included to strengthen the visual connection to each bird. There is an option to retake the quiz, and if you scroll down, I go through my process of how I made the song and where/how I got the inspiration. For many of the tracks, they are about the bird in unconventional ways. Seagulls are usually perceived as loud and obnoxious, for example, but my aim with this project was to challenge that. To show the untold side of their stories, and hopefully showcasing the good side to them. For each bird, on their page, I talk through the links to certain personality traits or birdsong that I've implemented into the tracks.

Starting this project, I was certain that I didn't want to directly use birdsong in the tracks but rather imitate and symbolise it, which I achieved. For songs that include this technique, I've attached the snippets from the piece and the recordings I've gathered that link to it, so it is clear what elements have been used as inspiration.

Project Context

Two main artists that inspired this album are Nima Fakhrara and Sarah Schachner. Fakhrara's work in Detroit Become Human was one that particularly inspired a lot of the tracks and the techniques used. When researching his methods prior to starting the project, I found it particularly interesting how he developed his own custom instruments as part of his creative process. That is a truly unique way to create original and authentic sound. Strings is a common element in a lot of his work, especially in Connor's theme.

Schachner on the other hand, creates atmospheric and emotionally driven soundtracks that blend organic instrumentation with electronic textures. Her work on games such as Assassin’s Creed Valhalla and Call of Duty: Modern Warfare particularly inspired the ambient and cinematic direction of this project, especially in the use of layered textures and evolving soundscapes.

While both Schachner and Fakhrara often combine acoustic instruments with heavy electronic processing and synthesis, Bird Watching takes a more organic approach. The project focuses more heavily on natural instrumentation, softer textures, and subtle environmental ambience, creating a sound that feels grounded, intimate, and closely connected to nature, whilst also incorporating methods to process the sounds. Rather than manipulating and creating new, synthetic textures, my aim was to highlight the natural qualities and defining characteristics of each instrument, mirroring the way each composition draws out and reflects the distinct personality traits of the birds they are based on.

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Another notable mention which is similar to the work created in this project is "A Murder of Crows", composed by Frida Johansson and Henrik Oja for the 2016 puzzle-platformer game 'Unravel'.

Many of the tracks from this game are nature related, and within the industry, share many similarities with Bird Watching, in terms of instrumentation and production.

Some notes taken whilst listening to Fakhrara's work in Detroit Become Human

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