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YUJI SATO

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YUJI SATO

Composer and Sound Designer

Home: Welcome
Home: Music


RESUME


WWISE/UNREAL 4 IMPLEMENTATION DEMO REEL

In this demo reel, I used Wwise to implement sound effects and systems into an
Unreal 4 Demo Game, ranging from footstep systems to dynamic music.



Below is the music I composed for this demo using Cubase. 
The structure is: A1 - B1 - A2 - B2 - B3. 

The A sections and B sections are set up so the chords at the beginning and end
of each section will always transition seamlessly. I also tried to create
contrasts between the heavy rock-like sections and the more serene piano and
synth sections to provide a varied sound palette for the player. The track below
is the full version of the music with all of the layers activated that players
would hear when they reached the third wave in the game. 




SOUND DESIGN REEL

In this demo, I took clips from Slime Rancher, Until You Fall, and Dragon Quest
Builders 2, scrubbed the audio, and created new sound effects and ambience for
each video. I mainly used Reaper to create the audio assets, but for Dragon
Quest Builders I used BeepBox to create retro sounding sound effects as well. 




RECENT COMPOSITIONS






RECENT PROJECT


LYRAFLO: MUSIC THEORY IN VR, 2021      HTTPS://PROJECTS.ETC.CMU.EDU/LYRAFLO/

COMPOSER, SOUND DESIGNER, DESIGNER



Project Description:

Lyraflo aims to explore how the unique properties of VR could be used to convey
music theory concepts to musically naïve audiences.



My Role:

On this 5-person team, I have been working primarily as a sound designer,
communicating closely with the artist and programmers to create interactions the
integrate both visual and audio feedback to teach music theory.  



A Quick Overview:

Being constrained to certain music theory concepts was a big design challenge.
For example, one of our prototypes explored how to convey the concept of major
and minor using a mix of visuals and audio transformations. I was tasked with
composing a series of musical pieces that could switch between major and minor
based on player input.



Lyraflo Minor Example

00:00 / 01:04
Lyraflo Major Example

00:00 / 01:04

This is an early version of the major minor prototype. I composed the music that
can shift between various tonalities.

Composing Musical Pieces that Sound Good in Both Tonalities

In order for players to clearly hear the difference in tonalities, the various
music had to be composed almost solely in either major or minor. When composing,
I first had to map out the chord progressions and plan out the music so that no
matter when the player changed the tonality, the music would still sound good.
This meant I could only use chords that shared the same root in both major and
minor keys, such as the first, fourth, or fifth degrees. The melodies also had
to incorporate a lot of thirds in order to make major and minor
clearly discernable.



Making the Music More Tolerable

As you can imagine, music written with just these chords and constraints could
become a bit monotonous. My first instinct was to write polyphonic music to make
things more interesting, yet doing so confused playtesters. As such, I opted to
compose music that would be mainly monophonic, and instead played around with
timbre and pitch to create more sonically interesting compositions. After making
these adjustments, playtesters had much more success hearing the difference
between major and minor, with 20 out of 22 testers successfully identifying the
tonality of various music.



Drawing Players' Attention to Audial Cues

Another challenge we faced was that many players did not focus enough on the
audio. In order to remedy this, here are two examples of how I used sound design
to highlight and draw attention to audio changes first and foremost. 



Creating Feedback Sequences

One such example is the use of time, and offsetting when the visual and audio
feedback would happen. For example, when players triggered an interaction, we
would often play the visual and audio feedback in sequence, instead of
simultaneously. Having too much feedback simultaneously would force players to
subconsciously choose one stimulus to focus on, which in most cases was visual
stimuli. Playing around with feedback sequences created interactions that
provided space for players to solely focus on audio feedback at given times,
which better conveyed musical concepts.  



Creating Soundscapes with Intent

Initially, Lyraflo's soundscape was always quite full, with music, ambience, and
sound effects in every scene. After playtesting however, it became clear that
the soundscapes needed more design focus. For example, when players are being
introduced to a concept such as major or minor for the first time, they only
need to hear music showcasing these tonalities. Any other sound would simply be
a distraction. On the other hand, if the player is being taught how different
tonalities can create different moods and atmosphere, having ambiences and sound
effects became crucial. Thinking about what kind of information the player needs
at a given moment, and creating the proper soundscape to support that need was
crucial to Lyraflo's success. Having a few right sounds at the right moments was
much more effective at communicating information than having a panoply of sound
assets.






PROJECTS

Click on an image to go to the project

These are some of the projects I've worked on recently.

See Through Me

An Interactive 2D Animated Story



Scrapbook

A narrative VR experience for PC





Pac-Whale

An open-world 'eating' game using webcam and mic as input devices for PC

Gnomes in a Robe

A cute 3-player co-op experience for AirConsole

Beloved Flower

A cute, melancholic story for PC



CloudWorks 

A virtual platform for hosting the ETC Festival

Cloudworks



CLOUDWORKS (SOUND COMMITTEE), 2020
COMPOSER, SOUND DESIGNER

Description:

I volunteered to sound design and compose for CloudWorks, a project that
recreated the ETC Festival in a virtual space in order to accommodate for the
remote environment the Fall 2020 semester took place in. Since the project team
lacked sound designers, they asked for some volunteers to help set up a Sound
Committee to sound design for the experience.

Website: https://www.etc.cmu.edu/projects/cloudworks/





Description:

I worked on the Sound Committee with two other sound designers, Noah Kankanala
and Tianyi Cao, to compose BGMs and create sound effects for the experience. I
helped coordinate between the committee and the main project team in order to
ensure that our sound design matched with the creative vision for the festival,
and also took on the scheduling and task management for the large amount of work
that needed to be done for this undertaking. 

Working for Cloudworks was quite interesting in that I had to experiment with
different styles of music to match the variety of environments and areas that
existed in the world. Exploring new types of compositions was something that was
extremely rewarding for me.

See Through Me


SEE THROUGH ME, 2020
COMPOSER, SOUND DESIGNER, STORY WRITER



Description:

See Through Me is a 2D point and click adventure developed by a team of 5 in 3
weeks. I helped write the story and create storyboards, then composed the
soundtrack and sound designed for the experience. 

The story is about a youthful romance, and I tried to capture the innocence and
beauty of that by using shifting between A major and minor to create a
bittersweet atmosphere.
Here is the link to the game:

https://rinder5.github.io/WebGLBuild/index.html


Gnomes in a Robe


GNOMES IN A ROBE, 2020
COMPOSER, SOUND DESIGNER, LEVEL DESIGNER



Description:

Gnomes in a Robe a 3 player co-op game for AirConsole developed by a team of 5
in 3 weeks. I was the sound designer for this project, and also dabbled in a bit
of level design as well. 

I tried to capture the magical, yet whimsical and silly nature of this game by
using instruments such as the accordion and bassoon to create a fun atmosphere.
I also tried to shift between major and minor often to introduce a magical feel
to my music.


Scrapbook


SCRAPBOOK, 2020
COMPOSER, SOUND DESIGNER, STORY WRITER



Description:

Scrapbook is a single-player VR experience that depicts the struggles of a young
film maker. I was in charge of sound design as well as some parts of production
for this project. 

I tried to capture the melancholic yet hopeful atmosphere of this work by having
the music be predominantly in a minor, but having the melody always end on a
ascending note. I also designed the BGM so additional instruments would be
layered on based on how the game was progressing. The BGM would evolve from the
bell solo version to the full orchestral version as the game's narrative
progressed.


Pac-Whale


PAC-WHALE, 2020
COMPOSER, SOUND DESIGNER



Description:

Pac-Whale is a single-player experience for PC where you control a genetically
modified Shark, Whale, Eel hybrid using webcam and mic, and your goal is to
devour everything in your path. I was the sound designer and assistant producer
for this project. 

To capture the watery/ocean feel of the world, I got a lot of inspiration from
classical pieces such as Frederic Chopin's Ballade in A flat major as well as
Maurice Ravel's Barque sur le Mer, and translated it into a form that would be
more 'game-friendly'.


Beloved Floer


BELOVED FLOWER, 2020
COMPOSER, SOUND DESIGNER, PRODUCER



Description:

Beloved Flower is a single-player experience for PC, where you play as a ghost
trying to help a little bunny find flowers for her grandma. 

For this work, I created a musical leitmotif that appeared throughout the whole
game, and made variations of it. When the bunny is in a relatively safe
situation, the waltz version would play. When the bunny is in a dangerous
situation, the march version would play, allowing the soundtrack to enhance the
immersion a player would feel at any given moment.




THE STARRY SEA, 2020



Description:

For this assignment, prospective sound designers were given a few videos with no
audio to choose from, and our task was to create a immersive audio track for
it. 

I chose this particular video because I enjoyed how it conveyed the beauty and
wonder of space, while also introducing cuteness and fun through the character
designs, so I tried to build upon that with my sound effects, ambience, and
music.




COMPOSITIONS

These are some of the pieces I've composed over the last few years.

Description:

There were three things I wanted to try with this composition. First, I wished
to incorporate Japanese instruments and sounds, since the music was inspired by
Ghost of Tsushima. Second, I explored ways in which I could combine vastly
different sections of music in a coherent manner to create a sense of narrative.
Lastly, I tried to infuse more energy and power into my music which tends to be
rather delicate and sensitive. I found the Japanese instruments such as the
Shakuhachi, Shamisen, and Taiko to be surprisingly comfortable to work with, and
combining them with voice and European instruments was quite enjoyable. I
decided to reuse the theme from Song of the Vale because I thought up of a fun
variation that I really wanted to include.


Home: Contact

Description:

I decided to write this piece after listening to a woodwind ensemble. I was
fascinated by how woodwind instruments could create depth and distance in music
through minute adjustments in volume and resonance. Using this characteristic, I
tried creating a piece that would create different atmospheres through the same
melody. For example, the middle and lower family of woodwinds such as the
clarinet and bassoon give the melody an earthly, pastoral feel while the upper
family like the flute and oboe create a more austere, serene mood.
That, combined with changes in accompaniment and phrasing, allowed me to explore
ways of expressing different ideas through the same melody. The combination of
pastoral and ethereal elements evoked an image of a valley, hence the title of
the piece.



Description:

There are few things I dread more than the sound of my morning alarm. This piece
was an attempt by me to make my mornings slightly more bearable, by designing an
alarm song that was annoying enough to wake me up, but endearing enough to
soothe any ill will. The upper electronic melody infuses energy into the piece,
while the two middle tones provide a fuller sound pallet. Finally, the woodblock
emulates the ticking of a clock, while the drums imitate what I sound like when
I fall out of bed realizing I hit snooze one too many times.



Description:

I was inspired to write this piece after working with some violinists and
vocalists. Aside from including multiple active melodies that one can often find
in chamber music, I also tried to emulate the fluidity that my fellow musicians
had displayed during our performances. The tenor provides weight to the piece,
which is counter-balanced by the ocarina's light, flowing melody. All the while,
the harp provides a steady forward momentum.



Description:

This is the very first BGM I composed back in 2017 inspired by the student
project Aer. I tried to capture the cuteness of the game's visual style as well
as the challenges that would be faced by the players. The three parts of the
piece each represent a different aspect of the game. The bass notes represent
the player's foot steps as they make their way to the finish line, and remains
steady and solid. The accordion like melody fluctuates to represent the player's
emotions as they play. It begins in major, and evokes a positive mood. However,
as the game becomes more difficult and the obstacles more frequent, the melody
shifts to minor. However, in the end the player overcomes the challenges to
finally make it to the end. The upper bell notes are meant to express curiosity,
the ever forward moving aspect that drives both the music and the player
forward.




PERFORMANCES

Ravel Prelude and Toccata

Chopin Etude Op.10 No.1

Scarlatti Sonata in B minor

Scarlatti Sonata in G Major




ALL VIDEOS

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Home: Videos


ARTIST INFO

Yuji Sato

I am a composer and sound designer based in Pittsburgh. I have composed in a
variety of styles ranging from electronic to video game music, and what I enjoy
most about composing is incorporating the bits of music I come across everyday
into my own style, and broadening the scope and possibilities of my music.



I studied Economics and Music Performance at the University of Massachusetts
Amherst, and participated in music festivals at Brevard and Bowdoin. Currently I
am pursuing a Masters of Entertainment Technology at the Entertainment
Technology Center of Carnegie Mellon University.

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