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Case Studies Amnesia: The Dark Descent (2010) Thomas Was Alone (2012) Hotline Miami (2012). Audio Environments and the Psychology of Sound. Additional Examples Dead Space (2008) Journey (2012 ) Bioshock (2007) FEZ (2012).
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Case Studies Amnesia: The Dark Descent (2010) Thomas Was Alone (2012) Hotline Miami (2012) Audio Environments and the Psychology of Sound Additional Examples Dead 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 • Platformer • Puzzles and timing • Medium pace • Abstract polygonal setting • Very simple jumping mechanics • Action • Combat and stealth • Fast-paced • ‘80s Miami setting • Relatively simple combat mechanics Case Study Notes
Grading CriteriaUnit 73: Sound for Computer GamesP1 | M1 | D1