Game Development Reference
In-Depth Information
unique engines (lots of games have fighter planes, spaceships, and cars), and
game interfaces.
As navigation is fine-tuned, the designer will want to create unique sounds
for button clicks, page turns, inventory opening and closing, and many other
events.
Weapons
Sounds for weapons in games can come from remote recording sessions
(traveling to a location where weapons such as guns can be fired, and record-
ing them) or from manipulating existing audio files to get the desired effect.
For alien-type weapons, it often works well to record machinery with hum-
ming sounds. Many designers mix that highly technical/mechanical sound
with organic sounds like animal roars, high winds, or crashing seas to obtain
the perfect effect.
For the movie star
Wars , audio designer
Ben Burt created
the unique light-
saber laser sound
by recording idling
interlock motors
in an old movie
projector combined
with television
interference.
interfaces
Interfaces for games can be truly expansive, with dozens of interactive elements,
or just simple spaces to sign in. In most games, when a player clicks any part of
the interface that has been designed to be interactive, they usually experience
some type of animated effect along with a unique sound that has been designed
to accompany that procedure.
Initially, a simple clicking sound was fairly standard. Clever designers were
quick to learn that this was another area where signature audio could be
created.
If your game is futuristic with a high-tech-looking interface, that simple click
will make the hard work of developing the visuals seem almost pedestrian or
even comical. The challenge to the audio designer is to create an audio effect
that will complement the graphics.
As with the creation of scores and ambient sounds, the more the designer
understands the game, the more effective the sound is. Providing the designer
with not only what the interface looks like but also how it functions is critical
for successful design. Usually, the designer gets a QuickTime movie showing the
look and functionality of the interface; however, whenever possible, they get to
play the game themselves to get a sense of the timing and importance of any
interactive element.
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