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Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient Sound Design.

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Presentation on theme: "Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient Sound Design."— Presentation transcript:

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3 Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient Sound Design

4 ME Joanna Orland Sound designer at SCEE Previously worked at EA Criterion

5 Purpose of Ambience Creating a sense of space and environment. Defining the style and mood of a game. Heightening the player’s emotional involvement with a game.

6 Ambience Environmental Abstract Finding the Right Balance

7 Environmental Physically immerse player into game world. Bespoke ambiences to reflect surroundings. Realistic.

8 Environmental Harbourfront

9 Abstract Emotionally involve the player. Don’t reflect the player’s surroundings. Reflect the mood of the level.

10 Abstract Harbourfront

11 Finding the Right Balance Environmental elements. Abstract elements. Exaggerated Reality: Hyper-Reality.

12 Finding the Right Balance Lost

13 “We do not see and hear a film, we hear/see it.” Stretching Sound to Help the Mind See By Walter Murch http://www.filmsound.org/murch/stretching.htm

14 Finding the Right Balance Sound can influence what the player visualizes. Through the power of suggestion, we can manipulate emotions. How does this work?

15 Horror Films Realistic characters: believability. Hyper-Real environment: unfamiliar. Fear for real character in Hyper-Real environment.

16 Finding the Right Balance Saw

17 Creation Asset Selection - Be Unique. - Take Risks! - Go for the unexpected.

18 Asset Selection Black: Wilderness Ambience

19 Creation Balance - Real vs. Abstract - Close vs. Distant - Experimentation leads to Innovation!

20 Balance Children of Men

21 Creation Breathing Room - Sense of space - Avoid heavy loops - Dynamic range

22 Breathing Room Before: After:

23 Implementation Evolve based on Gameplay - Pre-Battle - Battle - Post-Battle

24 Implementation The Mix - When to use Ambience - When to use Music

25 The Mix Lost

26 Ambience Creating a sense of space and environment: Defining the style and mood of a game: Heightening the player’s emotional involvement with a game:

27 Ambience Creating a sense of space and environment:  Light ambience base loop  3d Emitters + one shot sounds for dynamics  ROOM TO BREATHE – space in ambiences!! Defining the style and mood of a game: Heightening the player’s emotional involvement with a game:

28 Ambience Creating a sense of space and environment: Defining the style and mood of a game:  Use Abstract elements  Experimentation leads to Innovation  TAKE RISKS!!! Heightening the player’s emotional involvement with a game:

29 Ambience Creating a sense of space and environment: Defining the style and mood of a game: Heightening the player’s emotional involvement with a game:  Evolve based on Gameplay  Environmental vs. Abstract  FIND THE RIGHT BALANCE

30 The Future Mood-driven based on Gameplay. Not just static location.

31 Thank you!!!


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