task 1.1

 

 

 

https://www.soundonsound.com/techniques/sound-design-visual-media

here i have found a very comprehensive guide on how to plan and implement sounds into a scene. This guide touches on story boards, tone, environment, establishing genre and applying sound accordingly, creating directional sound, layering sound and finally how to exaggerate and subdue sounds to create atmosphere and scale.

next I have chosen to look at sound in horror games which I believe to be the game genre were sound implementation is most important. For this section I will be specifically looking at dead space as I feel its sound design is amassing for building atmosphere and a true sense of dread, dead space does this buy using directional sounds, jump scare stingers and fast paced high tempo music. the directional sound is used to great effect in dead space to build suspense and tension for example walking down a long empty corridor hearing things scuttling and crawling around you in the vents above and beside you a growling and dripping sounds slowly building as you approach and door at the end you expect to open the door and find a boss or an important but as you near the door you break a crate in you way and then silence suddenly the creature bursts through a near by wall catch you of guard with a loud audio stinger and a roar, leaving the player surprised and terrified.

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Dead space also made use of fear emitters which meant attach certain noises and effects to specific objects and check points on the mission level, this meant that plays who chose to explorer the level were not left in silence and meant that what ever way they chose to approach the objective they would still experience the build up and tension as they approach the epicentre of  the next encounter. The high tempo loud orchestral back ground music adds a sense of panic to the player when in tough ans scary encounters as it appears instantly from silence when a difficult or surprising fight occurs which gets that player panicked and on edge.