Monday 25 October 2010

Pre-production plan

Game Soundtrack Pre-Production Plan

The sound and music in Resident Evil 5 it set to create an atmosphere that is tense. The music makes the player panic-stricken and keeps them on their toes during the game. The music increasing during fights and then decreasing after the fight could make the player think that every time the music becomes louder and more intense that there is a fight, horde of zombies or a boss fight just around the corner.
Two particular games that show the same type of technique is Amnesia: the Dark Descent and The Grudge: A Fright Simulator music is constantly quiet thought out the games but during certain moments the music gets louder without warning and this makes the player jump and gives a shock reaction. As well as music it is also accompanied by sound effects which add to the shock depending on the game it could be an explosion, monster, screams or weapons and the image on the screen to go with it all.
Another small example is in Left 4 Dead when the player is getting close to a special infected called the Witch the music is a warning. When the player is at a certain distance the music is quiet but the player can hear it as they get closer it gets louder, because the Witch is the most dangerous thing in the game players don’t want to get near her so depending on the environment as well it adds panic when the player can’t she her and the music is getting louder. And finally the sound effects of the Witch growling when the player is close but can’t see her makes it all the more exciting.
The audio interacts with the environment in ways that affect almost every aspect of real life environments by interacting with objects and putting the sound in the game. So when the player interacts with something such as picking up an item or punching a wall the sounds are similar to real life.
During the project I plan to produce footsteps on concrete and metal. I think they it would work throughout the game because there are only concrete and metal floors during the clip. The sound of the elevator doors opening/closing, metal door sliding and elevator moving will be done with scraping objects on metal the different sounds will fit in because not all the metal noises will sound the same. The fan blade, the leaking pipe, electric hum, metal rumble, chain dragging, metal case opening, keyboard typing and paper in the wind I am going to get from household items. Also I can get car sounds, dust or sand rubbing on the ground from places outside.

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