Thursday, 15 May 2014

Audio Design

Audio is usually an element that will be the last process or thought when it comes to game development, usually after art and level design. However, audio should be one of the first processes created when developing a game as the environment, surroundings, and visionary will all be impacted by the sounds/music used. Audio has the means of establishing and reinforcing the art, story, and immersion of the game.

Attention to detail with sounds ranging from the

-         Layering environments can derive from many elements and areas (amazon/desert/rural/city). The sounds chosen for these regions must be relevant and have a lot of depth to them. That means minor sounds from animals, rustling from trees, honking of cars, calls from people in the distance/background, with the major sounds such as music, closer objects and components on top of that.
-         When choosing music for the game you must think of the various moods and stories within your level. These music scores must range from intensity to calm and long to create a smooth transition in the gameplay as the player progresses from danger to completing an objective, etc.



Basic audio components (above) can enhance the story and narrative elements of the game, deliver the character personalities, control the pace of the game (intense/calm), and convey the mood and discernment (from the player/producers).
Dead Space is a great example of audio used well. Ship creaking, slamming sounds, etc. make the game all the more terrifying.


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