process
Beyond just syncing animated movements of basic shapes to audio, we wanted to design and move objects according to the selected audio’s tuning, timing, timbre, and intensity; a technique taught by Sound Designer Kelly Warner. For example, high or low tuning would drive the scale of objects, and timing would account for the speed of movement. Timbre, which is the type of instrument, would drive design (i.e. digital = geometric), and intensity would account for the perceived distance of sound.