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Pablo Rodriguez

Sound

  • Audio Types

  • Diagetic

    • Within game context

      Footsteps, wind, weapons Provides feedback without visuals

    • Gives information about:

      What happened How much happened Who did it Where it happened (3D spatial audio)

    • Creates texture

      Like visual color schemes Unified/coherent elements

  • Non-diagetic

    • Outside game world

      Background music/soundtrack UI sound effects

    • Sets tone/emotion
  • Audio Design Elements

  • Contrast-based differences

    • Audio beats = changes in quality
  • Feedback mechanisms

    • Foreshadowing: drips, creaks
    • Completion sounds
    • Transition markers
  • Examples:

    • Outlast: Horror cues
    • Portal 2: Leitmotifs

      Character/object themes Overlapping for narrative

  • Level Designer Role

  • Work with audio designer’s library
  • Use sounds effectively
  • Don’t create sounds themselves

Sound serves as critical feedback system and emotional driver, potentially comprising over 50% of game experience. Level designers must effectively utilize audio libraries to enhance gameplay through both in-world and external sound elements.