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.
No comments:
Post a Comment