Last days of Editing
Since we finished our final cut very quickly, we spent the majority of our editing process focusing on sound design as it played such a large part in our story, mainly from the motorcycle revving and a lot of extra sound effects over certain shots where the original audio was overwhelmed by the wind blowing into the mic.
To fix the muddy wind recording, we simply turned down the original track and added much clearer recorded wind ambience, which fit very well with the vastly empty setting, and the occasional ghostly whistles served as some type of very minimal creepy soundtrack without taking the attention away from the action on screen.
In order to add different types of tension in our sequence, we split it into three main paces and sounds;
The opening third was made of fewer but longer shots and as there was no immediate danger yet, as well as simple wind blowing in the background, rustling footsteps, and minimal effects such as fabric ripping from her shirt, which we had to correctly time very tediously.
Finally, the final third was made up of our long take, so no cutting was needed except for timing a continuity issue with the previous shot as she opened the door with different hands, so we cut the last one shorter and extended the opening of the one take instead of cutting it halfway through the action. Sound design was crucial for building tension in this section even if silence played a large role in creating it; we wanted to maintain the focus onto the sounds of the hunter as the main source of fear, yet still fill the scene with quiet sound effects, which could have gone unnoticed, but in my opinion really added to the atmosphere and realism. We spent a considerable part of our time trying to perfect this section with every effect;
The wind blowing was turned down as the camera moved further into the garage, yet was still kept in to maintain the eerie ambience and accentuate the silence
The revving was also turned down as the motorcycle came to a stop outside the garage
Strangely of one of my favourite sounds; Tiny metal hinge squeaks from even the smallest opening or closing of the car door as it was clearly such an old abandoned car, which we changed the speed of/reversed accordingly with its direction
Heavy and boomy footsteps from the Hunter stomping into the garage with his large boots, which we had to make sure to closely time to his stepping movements of course, as well as add variation
Another favourite was the thud of his axe onto the ground, and its slow, dragged out scraping across the rough surface, which we achieved by significantly slowing down a shorter scraping audio to make it sound heavier, I got very excited once this came together exactly as expected since it worked so well as almost an omen of looming danger
In the final few seconds before the jumpscare as the Survivor crawls forwards to escape, a rising strings section quickly builds up, which was quiet enough to not be an obvious warning of the upcoming jumpscare, yet still built a sense of unease and served as a perfect bridge between the mostly silent scene and the sudden axe swing.
The very quick swooshing of an axe was added for realism of course as the impressive weapon came crashing down
Once the screen cut to black as the axe approached, which we timed with sudden dissonant loud musical notes and unsettling echoes layered on top of each other, perhaps as a representation of her death
Overall I could not be happier with how the sound came together, particularly in the final shot as it perfectly mirror how I had pictured the scene in the moment; a very obvious windy silence in contrast to the loud revving, but in a completely different tone to the opening’s similarly minimal wind rustling as it now reflected how there was no obvious sound of danger to escape from anymore like she did with the revving, rather than a simple lack of obvious danger. Yet despite the resounding silence, a perfect unsettling tension was created from the smaller unnoticeable effects that added atmosphere to an otherwise fairly audibly empty scene, as well as shifting the focus onto the booming footsteps and axe scraping of the approaching threat.
Finally, we were initially unsure of how to approach adding titles to our sequence as it was something we had admittedly not heavily considered beforehand, so we decided to just roughly go for it and add a credit sequence template over the project, cutting them shorter and closer together according to what we thought flowed better, making sure to concentrate them to the first two thirds in order to leave more space for the final shot. We then took turns in adding our friends’ names in the credits’ places to save time instead of coming up with fake names, except for naming our supposed production company after the word printed on the hoodie Max was wearing that day. We also ended up making the final choice of assigning the directing credit to me (which, although was only for the purpose of a smooth credit sequence, I was selfishly giddy about), the editing credit to Joy and the camera operator to Max.
Overall, the similar issue occurred where I unintentionally left a lot of the burden of tedious editing onto the other two as I was unable to spend my Private Studies editing, yet I did manage to come in two activities slots to help out and was a lot more hands on in our lessons. I still felt very guilty about not helping out as much though and made sure to thank Max and Joy for all of their incredible hard work, perhaps a little too much to their annoyance, but I really was grateful as they took on the job so gracefully and impressively. As a group we luckily shared a nearly identical vision to what we wanted the final product to look like, so we ended up all being so satisfied with our project and it was wonderful to see every step of the process as we quietly celebrated every time we managed to make something work perfectly. I generally could not be happier with the finished product considering the time limit we had to complete it.









