Game Development Reference
Table 4.1 Level Test Checklist
Check the placement and behavior of objects in the level
Check the placement and behavior of NPCs
Check the fit and form of each unique tile, mesh, and texture used in the level
Check the function and load times of transitions from one level to another
The sound team provides us with our audible experience of the game. Just like in the
movies, a well-done audible experience will make you feel part of the game. This team
collaborates with designers and programmers to provide an experience consistent
with the game genre, time period, and story.
One of the main functions of a sound engineer is to provide a lot of little sounds that
provide the player with audible clues about what is happening in the game. A player
can't see what's going on in the game beyond what is shown on the screen, but he can
hear sounds coming from all directions. A basic list of contributions includes ambi-
ent sounds, character sounds, sounds that items make, and sounds to indicate the suc-
cess or failure of an effect. You will find some more detailed types of sounds provid-
ed for various game genres in the lists that follow. These lists are meant to be repre-
sentative but not exhaustive. As games continue to cross traditional category bound-
aries, and include “games within games,�? the sound engineer's job will become more
complex, diverse, and interesting. As a game tester, each presents a new responsibility
for something you need to check for.
Crowd noises: cheering, booing, ambient, vendors
Player movement sounds: running, skating, swimming, etc.
One object striking another: ball and glove, ball and bat, ball and foot, etc.
Announcers and coaches
Weather effects: rain, thunder, wind