Game Development Reference
In-Depth Information
asset that is planned for inclusion in your game, you should determine the need
for each sound, where it will appear in the game, how many variations might be
needed, what type of sound it is, and so on.
Sound files can quickly increase the size of the game, so the challenge to the
audio designers (and most games have fairly small budgets set aside for audio) is
to plan for exactly what sounds are needed.
Charting Work
The sample chart in Figure 8.1, provided by Brad Beaumont from Soundelux DMG
in Hollywood, California, shows how files can be labeled, sorted, and catalogued
for your project.
When gamers
achieve a goal,
they usually hear a
reward audio, such
as a large crescendo,
and see a showy,
elaborate animation,
like fireworks or
starbursts filling the
screen.
FiGuRe 8.1 This sample breakdown shows how files are labeled and described along
with their technical information.
What sounds Will You need?
As you begin work on the sound design for your game, you should sort out what
types of sound you're looking for:
music If your project requires music, will there be a basic background track
along with different types of music to telegraph to the player when the game
gets intense or calmer, or when there is a reward?
Dialogue If there is dialogue, be sure to script the project completely.
Voice-Overs Do you need recorded dialogue that plays over a scene to help
explain different aspects of the game or introduce a new part of the gameplay?
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