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Published byNorman McDaniel Modified over 9 years ago
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Chapter 6.9 Audio Design and Production abbreviated and then augmented by jeffery
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2 Audio Team The good old days all audio in a game done by one person bleeps and bloops, simple triggered audio file selection Commercial dev teams now often include dedicated professionals for sound design, music & dialog elements (on par with film soundtracks)
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3 Audio Design Fundamentals Audio makes 1/3 rd of the entire game experience (T/F?) Create great sound & music Integrate into game: how?
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IEZA (Huiberts, van Tol) 4
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5 Audio Implementation Creating great sound & music is only half of the work Sophisticated audio design tools help designingsound.org, check out 6/2009 articles on essential books and websites
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6 Sound Design Sound design Most interactive element of the audio design Sound libraries Essential tools for building soundscapes
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7 Music Music provides emotional context for the game experience Music can be linear or non-linear (i.e. interactive) Both styles have advantages & disadvantages
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8 Voice Over Production Becoming common in game production Budget for professional talent if you need a good voice over
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9 Spatialized Audio Includes 3D audio & surround sound technologies Adds a sense of space & realism to the soundscape
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10 Studio Savvy An understanding of audio theory & recording techniques is necessary to create great game audio Having the best gear available allows for the best output
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