Download presentation
Presentation is loading. Please wait.
Published byFerdinand Hampton Modified over 8 years ago
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!!!
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.