Game Development Reference
In-Depth Information
IEZA Framework and Soundscape Design
Diegetic
(sounds from the world of the game)
Z
E
Focus on Zone
Sounds
ZONE
EFFECT
A
I
Sounds of the
setting - the “room
tone” or ambiance
Sounds that
represent the
“activity” of
the game
E
Z
Focus on Effect
Sounds
A
I
AFFECT
INTERFACE
Z
E
Focus on Interface
Sounds
Sounds of the
setting - the
“emotional tone”
or mood of the
environs
Sounds that
represent the
events of the
game, related
often to the HUD
A
I
Z
E
Focus on Affect
Sounds
I
A
Non-Diegetic
(sounds from the world of the player)
Earthquake Dome
Z
Volcano Engine
Z
Bathing Pool
Z
E
E
E
A
I
I
A
A
I
Active Volcano
E
Z
A
I
IEZA Focus at Various locations on the Alchemy/Particles Sim - 2009-2010 - Second Life
FIGURE 11.2 (See color insert) In the igure above notice how the IEZA framework (top left image) is used through-
out the virtual environment (bottom image) to transition the visitor through various areas, while providing a sense of
aural speciicity (top right image).
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