Welcome!

PJ Belcher is a freelance audio producer working in Video games, Film, the Music Industry, TV & Radio, Live event and Freestyle Dressage.

Whatever your audio requirements:

PJ Belcher
pjb@pjbelcher.com
07787341642 (UK)
Portfolio

Based in Cambridge, UK he offers services that include:

Sound Design: From, Bespoke production, editing, mastering, ambience production, dialogue recording and mastering, front end to audio indents.

Music Composition: From full scores of Feature Films to a short ‘ditty’ PJ Belcher can compose in a variety of styles, offering live guitar, piano and drum performances, plus a wide skill set in electronic production.

Experience in developing fully generative sound systems for event driven sound design and music. This includes in-game procedural music systems.

Full audio production management including, composing, performing, producing, editing, mixing, mastering, refinement and optimisation. Sourcing, casting, budgeting, artist production and game testing.

To view past work and projects please visit the portfolio.

Please feel free to get in contact if you have any questions. In the mean time you may wish to view the blog below.

Posted in Sticky

BeachGames TV Animation Goes Live!

I have recently been working with the ‘A Sitting Duck’ guys on their latest brand ‘BeachGames Tv’ which they have kickstarted with an animation.

I was responsible for all the audio (except dialogue). You can check out these guys on Twitter below!

@beachgamestv

@asittingduck

@pjbelcher

Posted in News | Leave a comment

Ever Wondered why is Candy Crush Saga is so Good?

We’ve all played it, we’ve all seen every other person on Facebook play it, but have you ever wondered why it’s so popular? Let’s take a look at Candy Crush Saga.

In short, it’s very well made, excellently designed and very cleverly implemented onto Facebook. And I’m sure there are many other people on the internets that can give you an run down about why it’s so good from a game design perspective, a monetisation perspective etc… but what pleases me so much about the game is the audio.
The game is very audio content rich, there’s plenty of it, it’s well designed and for the best part well made. And I’m happy about this – too often do I find developers underestimating the value of audio. It’s either left till last, done themselves, done as cheap as possible or worse not done at all! And this has been worrying me until Candy Crush Saga came along.
The game is massive, incredibly popular, has good customer retention and user acquisition is still on going. The audio is also very in depth, good quality and well designed. The 2 are not coincidental.

So let’s look at what the audio in Candy Crush does, and what it adds to the game. I always say the best audio design is that, that isn’t so in-your-face that you’re constantly conscience of it, and isn’t so subtle that it adds nothing to the game, but is a perfect middle ground. Where it can sit there doing it’s job perfectly, re-enforcing game events, adding depth and building emotion whilst not being a distraction.
I’m biased, I purposely listen out for the audio in games, that’s my job! And reading this article may also make you artificially aware of it, but from a blank slate Candy Crush is doing a pretty good job of it.
So how about the specifics?

Music:
The game has one main piece of music that plays on loop while you attempt to solve the puzzle (There are also pieces for the cut scenes and the level menu, for which the following also applies). The music is fitting and sets the scene well. It covers any silence that the player may otherwise be sitting in, compliments the sound effects well and draws the user’s and other player’s attention to the game. That last part is important, and often forgotten. If you want you game to stand out and shout louder than the rest then actually give it a voice! Candy Crush has that piece.
Unfortunately it plays on loop in game, which is a tricky subject. To me, any music, no matter how good, if played enough times will become boring. The game has an easy ‘music mute’ button which is good step in the right direction (a frustrated player is not a good one!). What I would suggest though would be too have the piece play on loop once or twice each new level or game, then stop. That way the player doesn’t become irritated to the point of switching it off and it continues to add worth to the game while it does play. King, if you’re reading this, you can have that one for free ;)

Dialogue:
Spoken voice is a great tool for games and so often goes unused! I guess developers find the process daunting, you have to write and proof a script, find and audition a voice actor, get the lines recorded, then edit, produce and master the audio which is a skill in itself.
*shameless plug alert* Developers! PJ Belcher Pro Audio offers this service under one roof, get in contact with what you need and we’ll sort the rest, we have a selection of voice artists we use.
Anyway, ahem…. Candy Crush has great use of spoken voice with single lines being voiced by a great deep, sultry American tone, backed up by on screen text. Delicious! Spoken voice is great, it sounds unique, has far more depth, dynamics, nuances and timbre than most other sounds. Minus language barriers, it’s widely understood and can be easily repeated! You’ve got people walking around say ‘Divine’ and ‘Sugar Crush’ they’re promoting your game and you’ve just got yourself a catch phrase. Try doing that with the jump sound from Mario, we all know it, but I bet you can’t do it with your mouth!

User Interface:
UI sounds often go unconsidered in a game, but they are very important. Having a resultant to the user’s input is key to making any game feel visceral. If the user makes an input, and nothing happens (even if their input is incorrect) then this is very frustrating to the user. The player needs constant feedback, whether what they’ve done is correct or wrong, good or bad, re-enforce this, and the best way is with sound design. This rings even more true on iOS/Android since there’s only a touch screen, the user is even more disconnected, at least with a mouse and screen you have a button (which moves and makes a mechanical sound) and a pointer on the screen.
Candy Crush’s UI sound design is well laid out, each menu advancement has a sound, each regression, each item clicked has a sound (This is true in game too). Even when a new menu swoops in, that has a sound to fill the gap while you wait for the animation to end and you can once again interact with the menu. All very important!

Sound Design:
Unfortunately all the sound design seems to be at a low sample rate and other pieces sound heavily compressed. I’m assuming this is due to trying to keep asset load down (the game already loads comparably slowly) and simply destroying the quality of audio files is the easiest way to do it. Although I am glad they’d rather keep extra content at the sacrifice of quality, instead of just omitting sound files.
This is a shame though, since, with some thought this doesn’t have to be the case.
*shameless plug alert* I wrote an article on iOS Audio Design and on Optimising Files for small asset loads while maintaining quality! PJ Belcher Pro Audio also offers this as a service! Please get in contact to discuss your optimisation needs!
The only other audio criticism (aside from a bug I noticed where multiple dialogue pieces can play at once, if you’re reading King?) I would have, is that none of the animated cut-scenes have sound design. This strikes me as very odd and a missed opportunity. King, if you’re reading, get them done! ;)
This aside – the audio content is good, and very well thought out. The audio design is almost there entirely to re-enforce the good things the player does. Think of each sound as a good pat on the back, a well done for doing that right, here’s a little audio gift. The game also has little or NO negative reinforcement, which is odd for a game, but a very clever design tactic, especially in a casual game like this. This is no mistake and it’s the audio’s job to back this up.
The only 2 negative sounds I can think of are the error noise, when you attempt to do a move that you can’t. It’s not nice, and you quickly learn the game rules. And the other is when you Fail a level, there’s a downward scale on a piano there’s the sound of someone crying and a swoosh, but it doesn’t matter right? You can try again! It’s light hearted, and still conveys the message it needs to.
Now for the positive sound design. You eliminate a row, cue nice sound. You eliminate several rows with one move? Each subsequent row has the same sound, but a semi-tone higher. This gives the feeling of elevation, jubilant building. An even bigger pat on the back. Then to really put the cherry on the cake you get told it’s ‘Delicious’.
Audio design like this is true throughout the whole game, majority positive and do a brilliant job of really bringing home just how much of a happy experience playing Candy Crush saga really is. So you tell your friends, you play some more and the cycle continues.
Like I said,,,,,, very clever. And I’m very glad to see good use of audio design in such a popular game and I hope more people can now see the value of audio in a game and more importantly, what it can do for your game aside from just being an added aesthetic or ‘necessity’. Don’t begrudged the audio in your game, use it. You just need to find the right audio designer.
*Shameless plug alert!*
What’s that?! PJ Belcher Pro Audio does complete audio design for games? With a expertise in mobile and online gaming?!
What are you waiting for? Get in contact!

I’ll stop that now… Thanks for reading!

Posted in Interesting Stuff | Leave a comment

Introducing Beach Games TV from @asittingduck

Green Beach

Currently working with the guys at A Sitting Duck providing audio for their latest brand – Beach Games TV!

Check them out on Twitter!

@beachgamestv

@asittingduck

Also watch this space for later details on their new animation series!

Posted in News | Leave a comment

Competition Entry Form

Thanks for taking the time to enter the competition. We wish you the best of luck!!

- PJ Belcher Pro Audio

Posted in Competition | Leave a comment

Competition Time! Win the music for your dressage routine!

To celebrate the return of the sun and everyone getting back on their horses PJ Belcher Pro Audio is giving away 2 free Dressage to Music routines.

That’s right! Just share this competition in some way (share/comment/like on Facebook, get a friend to enter, re-blog, Tweet it!) and then enter using the form below to be in with a chance of winning a completely free Dressage to Music routine tailored to your requirements!

Unlike other services, our routines are made from fully licenced music, no ‘sound-a-likes’, remakes or home-made pieces, just the music you love professionally arranged and licenced for your routine. For more information on our dressage service please see here. And for a list of available artists see here.

So whatever your skill level – whether you’re just starting out or you’re the next Charlotte Dujardin – share this post, fill in this application below and cross your fingers! You could be getting a free fully licenced Music to Dressage routine!
Competition closes on 18th May at midnight so make sure you get in quick and good luck to everyone! Winners will be announced one week after.
For the competition rules, terms and conditions please see here.

Please make sure you read and understand all the Terms & Conditions.

Posted in Competition | Leave a comment

PJ Belcher Pro Audio hits Facebook!

You can now visit PJ Belcher Pro Audio and keep up to date with all our goings on via Facebook!
https://www.facebook.com/PjBelcherProAudio

Follow the link and like the page, your support is much appreciated.
Alternatively don’t forget we’re on Twitter!

Posted in News | Leave a comment

Robo Challenge and the 2013 Gadget Show Live!

PJ Belcher Pro Audio is returning to the Gadget Show Live providing audio for Robo Challenge’s live fighting robot show.
For the whole weekend anyone passing through the show can watch the 2013 UK FeatherWeight Championships and hear the bespoke robot intros produced by PJ Belcher Pro audio for all 48 entrants.

Robo Challenge are the guys responsible for most of the cool stuff that you see built on the show (remember the chainsaw powered dragster?) and they’ve asked PJ Belcher Pro Audio to make a unique audio intro for each and every one of this year’s roboteers.

Last year the show saw some 120,000 people visit the exhibition so that’s a whole lot of people hearing our work in action. Let’s hope this year is the same and we hope to see you there! But if you can’t wait here’s a quick taster:

Posted in News | Leave a comment

Battle Audio for Scot-Bots

I was recently approached by Scot-Bots – a touring live robot show with an aim to educate children in engineering – to make up a few audio samples for their live show.

A short montage of the sounds I created can be found below.

A large part of their event is robot combat (think Robot Wars) where the 2 still compete with their own machines today. So I was asked to make up some short samples they could use during the show.

Their next event is this coming Easter weekend (29th – 31st March) at the Glasgow Science Centre, but in the mean time you can follow them on Facebook.

Posted in News | Leave a comment

Zack Grossbart’s 7 Bridges gets an update.

7 Bridges, the completely open source app PJ Belcher Pro Audio worked on a few months ago has just had an updated to include a new set of levels and with them some more sounds!

The new levels bring with them the teleport feature and with the update a new article from Zack detailing the game’s design which can be read here.

 

Posted in News | Leave a comment

New Studio!

As some of you may know we’ve been spending the best part of the new year sorting out and moving into a new bigger studio!

Well it may not yet be complete but we’re in and most importantly functional. Thank you for everyone’s patience during the move and apologies for any delays it may have caused in our responses, every thing should be back to normal now!

Our business address has also changed, so if you require it please get in contact, otherwise it has been updated on our latest invoices.

Posted in News | Leave a comment