All the work under this section, is sound based work.


 Deconstruction of Sounds 1.2

I will be analyzing 3 different games. The rules were to have one video within a forest/woods and have 2 different genres of games. The games I’ve chosen were the following: Bloodborne, Dark souls 3: Ashes of Ariandel DLC, Call of Duty: Modern Warfare 2.

Dark souls 3: Ashes of Ariandel DLC

This area of the game is set in the middle of some ruins and it’s also snowing, filled with enemies which are larger than the player. I will be assessing the game from the time 1:50 to 2:35

This is the gameplay footage from the first allocated time frame:

What production methods were used?

I feel like there was a few methods used to create the sounds within the clip. The enemy grunts would of been voice acted and slightly modified within a audio editor to give the enemy a more aggressive and bigger feel to it. The axe hitting off the shield could be a live recording of them doing the exact thing and maybe overlaying some sounds on top of it. The sound of the swords swinging could be Foley using different items to make it sound like it does, same with the blood splatter and footsteps. The ambiance should also be a live recording with some parts edited to make to suit the area more. In the end the methods used were the following: Voice, Hard FX, Design FX, Ambient and Foley.

Why are the sounds used?

I feel like the reason they used the sounds for the area and the enemy is to show the hostility of place. The enemies sound large and threatening, how they charge up their attacks and do these heavy grunts like their putting all their effort into killing you.The ambiance of the area also can show hostility, but not in the same sense as before. The ambiance shows the harsh conditions of the area, how the wind the blowy heavily around the player, and because of the environment it’s set in the wind would be freezing and unbearable for some. The sounds used were all appropriate and fir the theme of the game well, they flow between one another smoothly without any hick-ups or sounds that sound off. The situation of the sounds are perfect, from the actions of the user (example him healing) and the enemies axes hitting off the players shield, it gives a responsive and immersive sound .

How are the sounds used?

They are used in such a manner to make you believe that you’re against some really difficult enemies, and that everything you do means something. There is a part of the clip where you hear the playing healing himself and right after being slammed to the ground, canceling the heal. The player grunts to show that he took damage and the blood splatter sound does the same effect too. Every time the player hits the enemy he hears a cut noise, blood splatter and the enemy grunting at times to confirm that he did in fact deal damage towards the enemy. Creating a sense of reality and diving you into the game believing that you are that player.

What different audio effects are used to convey story?

The ambiance tells the player that this area will be cold and harsh. The enemies showing no remorse and the lack of music gives it a very lonely feel to it, making the player feel like he’s on his own and has nothing else except himself. The enemies sound brutal and aggressive showing you the hostility of the area and that you aren’t welcome in this place.

How is interactive audio implemented?

Whenever the player does something there will always be a audio queue to notify the player has done something, that could be swinging his sword and missing (The player would only hear the swing and sometimes the sword hitting the floor) or even navigating through the menu screen or hot bar. These all notify that the player preformed and action. Each sound for each action if different, the menus sound different compared to the hot bar, the healing sound has slight variation each time. Each sound can be told apart from each other and can be assigned to a certain action.

Call of Duty: Modern Warfare 2

This area of the game is set in a Blizzard, where the player has to go through a compound filled with jets and vehicles, during the way their will be enemies the player will encounter and would have to take them out. I will be assessing the game  from the time 3:40 to 4:35.

This is the gameplay footage from the first allocated time frame:

What production methods were used?

Every production method was used in this scene. There was a clear ambiance track which can be heard, a heavy wind and snow blowing through the character. On the heartbeat sensor there was a Design FX which notifies the user of enemy presence and sounds like it was made on a computer. Hard FX would be heard in the characters footsteps and even when the player shoots. Finally the Voice was shown when Captain MacTavish spoke to Roach during the mission.

Why are the sounds used?

The ambiance was used to give a feeling of the area the player was in, it sounds harsh and cold. MacTavish speaking to Roach allows the character to understand what they may have to do and prepares them for what will happen. Design FX was used to notify the player of the presence of the enemies nearby.

How are the sounds used?

They’re used through the players location within the game and actions. Walking will activate the hard FX of the players footsteps and makes him feel like hes walking and not floating. Ambiance played through the start and end of the clip which also realise on location. Voice and design FX where activated by box triggers which means you would have to stand in a certain spot to activate them.

What different audio effects are used to convey story?

Like I said ambiance creates a feeling of the atmosphere of a harsh and cold area. Voice was used to build story and also notify the player of what they will be doing.

How is interactive audio implemented?

Interactive audio is implemented on the gunshots as pressing the trigger or mouse click it notifies the game that you shot and responses with an animation of the gunshot and also the gunshot sound itself.

Bloodborne

This area in the game is a wooded area which is located on a hillside, where the player has to walk down and encounter many enemies along the way. This area gives a very leery feel and a very unsettling place to be in. I will be assessing the game  from the time 6:40 to 7:10.

This is the gameplay footage from the first allocated time frame:

What production methods were used?

As with the

Why are the sounds used?

How are the sounds used?

What different audio effects are used to convey story?

How is interactive audio implemented?


Game staff infographic 2.1

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Industry Trends Infographic 2.1

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Indie Developer Toolbox Infographic 2.1

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Structure of the industry infographic 2.1

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