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Audio Environments and the Psychology
of Sound
Case StudiesAmnesia: The Dark Descent (2010)
Thomas Was Alone (2012)Hotline Miami (2012)
Additional ExamplesDead Space (2008)Journey (2012)
Bioshock (2007)FEZ (2012)
Understand how sound can be used to create very different environments in games
Understand how and why sound can be used to convey information to a player
Understand why this is important in game design
Learning Objectives
Sound vs Music – very distinct categories Influence on mood Use of sound to convey (or withhold) information ‘Interactive Adaptive Audio’ Be able to compare the use of sound in different
genres
Case Study Notes
Key Terminology• Feedback• Ambience• Music• Sound effects
• Genre• Tempo• Loudness
Survival Horror Exploration and puzzles Slow-paced Fictional fantasy setting In-depth health and sanity
mechanics
Case Study Notes
Action Combat and stealth Fast-paced ‘80s Miami setting Relatively simple combat
mechanics
Platformer Puzzles and timing Medium pace Abstract polygonal setting Very simple jumping
mechanics
Pass Merit Distinction
Describe uses of sound and music in games using some
subject terminology appropriately
Explain use of sound and music in
games with reference to
detailed illustrative examples and with generally correct
use of subject terminology
Comprehensively explain use of sound and music in games
with elucidated examples and
consistently using subject terminology
correctly
Grading CriteriaUnit 73: Sound for Computer GamesP1 | M1 | D1