Just like the lighting, audio will play a crucial role that helps to develop the monster. We can't show the monster because we don't have the budget to create a realistic looking monster, so we will only imply the monsters presence. For this, audio and lighting techniques will be used.
Experimentation Room
The only audio that can be heard would be dialogue between characters and the beeping of machines. The use of dialogue will be used to create a serious tone in the scene along with develop the characters that are speaking. In later scenes though, the monster will be heard banging on the tanks walls along with the monsters roaring. These sounds would be made extremely loud to show the immense power of the monster.
Hallways
The only sounds in the hallways would be the sound of low speaking from distant scientists and their footsteps. Then when the monster roars in the experimentation room, we will cut to the hallways and dampen the sound a little to show that the monster can be heard throughout the facility. We will also add the screams of the scientists once the monster is heard.
Emergency Situation Room
The only sound in the situation room would be the sound of the people talking. We wouldn't play the sound of the monster to represent how fortified the room they are all in is.
Forest
The sounds in the forest would come from the nature. The wind blowing through the trees along with some bird noises. Cricket and other animal sounds would be added to create a more realistic feeling to the scene. We would then add a distant roar to represent how far the monster has already gotten which then reveals the speed at which the monster moves at.
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