Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game...
Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game...
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Nathan mather dead space 3 sound design in computer games analysis work sheet

The analysis
Published on: Mar 3, 2016
Published in: Technology      
Source: www.slideshare.net


Transcripts - Nathan mather dead space 3 sound design in computer games analysis work sheet

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title NathanMather:DeadSpace 3 (start 3:45 stop 9:22) https://www.youtube.com/watch?v=nUgrIBqFHY4 Provide detailed descriptions from chosen examples of sounds that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting At the beginningof the soundsequence Ihetthe impressionthatitissetin a barren outdoorarea.I get thisimpressionbythe strongwindwhichcanstronglybe heard above a crunchingsoundwhichalsogivesthe sense thatthe areais highlysnowy. Later intothe soundsequence the soundschange tobecome more relatedtothe soundswhichcanbe heardina cityand enclosed,thisgivesthe feelingthatthe settinghaschangedto that of an apartmentdue to the lack of soundand backgroundnoice. The soundof the windmayhave beenecorden usingfieldrecordingandmergedwithsome soundscreatedusingfoleyartistry. Mood The mood at the beginningof the soundsequence isthe feelingof confusionas there isno clearndicationof eventsbefore the dialoguespokenbythe character. The dialogue inwhichthe firstspeakingcharacterhasthe feelingof fearwithamild indicationthatthe character is“fedup” withwhathe is currentlydoingforhe isalso givennoclearindicationof whathe is doing.The secondspeakingcharactersound as if he isspeackingoveracommunicatrionsunitandhasa strongprecense of fear, and panic.Whichgivesthe sequence multiple moodsaswell asaan orchestra playingfaintkyinthe backgroundwhichgovesthe game aslightfeelingthatall eventsmustbe rushed. The mood of confusioniscreatedbymysterious backgroundmusicrecorded usingastudio orchestra.The soundeffectsare alsocreated usingfieldrecordingsandfoleyartistry.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game genre I thinkthat the game genre ishorror/ actionand adventure asthe musicplayedby an orchestrachangespace andstyle,forinstance itplaysslowwhichdemonstrates that itis tryingto setthe scene,andat otherpointsitplaysfastwhichgivesthe fellingthatactioniscurrentlyhappeningorthata greusomne sighthasjust unfolded. Atthe earlybeginningof the sequence immedietlybeforehe first character speaks,amechanical soundcan be heardwhichalsogivesthe suspicions that the game is alsosetintothe future givingthe game asci-fi feeljng. The genre can be describedasaction due to the intensityof the orchestra.The feel of horroris createdusingcertainnarrativesof the characters and certaininstrumentsinthe background. Narrative Throughoutthe soundsequence the emotionswhichcanbe heardinthe character’s voiceschange.Aththe beginningof the sequence the firstcharactersounds confusedandhopelessbutthischangestogive the knowledgethathe isina rush and the task at handmust be done withthe utmosturgency.The secondcharacter to speakcan be eard overwhatsoundsto be “comm system”andhis voice expressesthathe isnotonlypanicing,butscarred,thisisshownas he triesto avoid tellingthe firstcharacterandrusheshimto continue withwhathe shouldbe doing. The third character’svoice give sthe impressionthathe isproudbutlaterchanges intoa small outburstof anger whichimmedietlychangesagaintoa calmand sympatheticmanner. The voicesforcharacters have beenrecordedina soundboothwithcertainemotionslikeanger; need/wantandconfusiontogive the atmosphere a morerealisticfeel.

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