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Level Up.pdf

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402 LEVEL 15 Some Notes on Music<br />

Decide whether your sound effects are realistic or cartoony. This will<br />

generally be set by the theme of your game, but sometimes there are<br />

exceptions. Realistic sounds make the world feel grounded in reality but<br />

sometimes the sounds can be too subdued. Cartoony sound effects are<br />

exaggerated and great for “ video game - y ” things like extra lives and<br />

treasure collection, but sometimes they are a little too “ on the nose ” and risk<br />

taking the player out of the game ’ s world. Make sure your sound designer is<br />

using sound to its greatest potential. Make sounds go “ up ” in pitch and<br />

tempo to make something sound positive, like collecting an extra life or<br />

completing a task. Make sound effects go “ down ” to reinforce negative and<br />

failure situations.<br />

Regardless of which style you choose, sometimes your sound designer will<br />

have to “ sweeten ” a sound effect because the real world version just<br />

doesn ’ t sound right. For example, I have found that breaking bones never<br />

sound right; they sound more like dry twigs cracking. Instead, we<br />

“ sweetened ” the effect with the sound of a bowling ball cracking into pins.<br />

When you are creating attack and reaction sound effects for your<br />

characters, work with your animators to determine timing. You want to<br />

make sure your sound effect doesn ’ t last longer or end before the animation<br />

does. Once you have determined the animation ’ s timing, create the sound<br />

effect to fit. Make sure your sound programmer knows what frame of<br />

animation the sound effect is supposed to play on.<br />

Sounds can be used to give the player a warning or clue to something<br />

else in the game. The whistle of a falling bombshell can give the player<br />

enough of a chance to dive for cover. A crackle of electricity or ominous<br />

thrum of magical power will give the player pause when approaching a<br />

protected doorway. A player can search for an item like a lost pocket<br />

watch or misplaced cell phone by following the sound of its ticking or<br />

ringing.

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