Sound
Sound Design in Games
Section titled “Sound Design in Games”-
Audio Types
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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
- Within game context
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Non-diagetic
- Outside game world
Background music/soundtrack UI sound effects
- Sets tone/emotion
- Outside game world
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Audio Design Elements
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Contrast-based differences
- Audio beats = changes in quality
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Feedback mechanisms
- Foreshadowing: drips, creaks
- Completion sounds
- Transition markers
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Examples:
- Outlast: Horror cues
- Portal 2: Leitmotifs
Character/object themes Overlapping for narrative
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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.