Game Development Reference
In-Depth Information
The concept of universal design or Design for All, touched on in several places in this topic, takes on new
meaning when you have a game that is audio based. Designing with this limitation, forcing your creative
mind to use audio instead of visual cues, can enable you to become a better designer. Think about audio in all
your designs; it is the key to reaching a broad spectrum of the audience, and even if your irst attempts are clunky,
they are worthwhile and appreciated. John Hull said: “If the blind live in time, the deaf live in space” [8].
Think about that as you design your virtual world, and you will create some interesting things.
REFERENCES
1. Kenny, Tom, The Search for Order in Sound and Picture, Mix Magazine , April 1998, http://www.ilmsound.org/
murch/waltermurch.htm. Accessed November 16, 2012.
2. Horowitz, Seth S., The Science and Art of Listening, New York Times , Sunday Review , November 9, 2012, http://www.
nytimes.com/2012/11/11/opinion/sunday/why-listening-is-so-much-more-than-hearing.html. Accessed November 12,
2012.
3. Hayes, Lance, A Composers Perspective on Game Audio-Adaptive Audio Concepts and Flow, Keyboard , May
2012, http://www.keyboardmag.com/default.aspx?tabid=130&EntryId=329. Accessed November 13, 2012.
4. Wall-E, Wikipedia article, http://en.wikipedia.org/wiki/WALL-E. Accessed November 15, 2012.
5. IEZA Framework, Wikipedia article, http://en.wikipedia.org/wiki/IEZA_Framework. Accessed November 16, 2012.
6. Begault, Durand R., 3-D Sound for VR and Multimedia , Ames Research Center, Moffett Field, CA, April 2000,
Citeseer PDF 10.1.1.20.8443. Accessed November 17, 2012.
7. Notes from Frank Linden regarding sound as posted by Nexus Nash, Second Life Archives, initially posted January
14, 2003, http://forums-archive.secondlife.com/120/5f/449/1.html. Accessed November 21, 2012.
8. Hull, John M., Touching the Rock: An Experience of Blindness , Vintage Books, New York, 1992, p. 93.
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