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How sound supports story telling within game/animation/vfx

Writer's picture: Deano SmithDeano Smith

Updated: May 26, 2021

GAMES NOTES


You should figure out the actions that go on in the scene so you can create matching sounds, splashing water, trampoline.


Dialogue and Background music are a vital part of sound design but there is much more to it and music and dialogue isn't enough to feel complete.


Atmospheric noise lets us know where the scene is taking place without them it will feel unnatural, but although quiet, they appeal to the audience on a subconscious level. Example, Street should be busy sounding, and forest should be euphoric, rustling and windy, a sewer should be eery, echoey, and damp.


Another part of sound design is expressing to the audience what people are doing through actions, these are subtle sounds like clothing, interacting with objects.


Fighting scenes include sounds of the impact of things like a punch, sword, falling, etc. But making some different sounds for each action so it feel authentic.


Interacting with everyday objects need sound like typing on a computer, or beeping of a phone, drinks being placed.


The audience will notice if sounds are missing because if there is a massive punch being thrown, they are also expecting a mean sound to go with it, same with things like swimming, falling over etc, and if it's a calm scene you would expect slow ambient music, whereas a intense scene would need quick loud music.


Sounds can also help viewers detect things happening off screen too.


Action sounds are great for horror, because creepy and intense sounds are a big factor of making a horror as it forces people to use their imagination. Screams and weapons don't need imagery for you to understand what is happening.


Sounds help is important as it informs the audience how they should be feeling when playing the game, happy, uneasy, scared.


Most editors will already have pre-recorded sounds, but will only record some if they need something specific.


Location sounds are recorded so that the game can be as realistic as possible, if it was a forest scene for example, they would go to one and find things that might be of use and record them, rustling trees, rivers, footsteps.


Foley sound design is when you execute sounds in a booth to fit the actions in the game, sometimes you have a wide range of props and objects that you can use to try and make a sound of something else, like a plastic bag could be rustling leaves.


Editing sound is good too so you can manipulate almost anything to match the scene the exact way that you actually want it too, like maybe changing a human voice into a robot.


SOUND DESIGN IN GAME (FRIDAY THE 13TH)


A game that I think has fantastic sound design is Friday The 13th, it has phenomenal sound design because being a horror game, it really does what a horror game should, it makes your heart race and terrifies you. Starting with the background music, it is constantly changing, when you're in the clear and the killer isn't near you its slow, but still slightly eery, every now and then a creepy breathing sound occurs that sends chills down your spine, when the killer is in fact near you, depending on how close, violin strings kick in and increases as he approaches closer and closer, if he is near you long enough, you will start to lose your sanity and a loud heart beat will start playing. If Jason does kill you all intense sounds will stop immediately and will return to the more calming background noises.


Now the action sounds, when running away from Jason your breathing will be quite noticeable, creating a sense of inevitable death as your stamina starts to drain, if Jason catches up to you with his massive sword that he wields and attacks you the sound of flesh and blood and metal is played to match the actions in game. Sword attacks from Jason aren't the only way he can attack the survivors, he also has a grab attack where he can pick you up and if you fail to escape he has a chance of executing a powerful, fatal attack that immediately kills you, there are loads of different ways this can be executed, some of them are, getting cut in half, decapitation, smashes your head in with a door, and many more, all with devastating and gruesome sounds to go along with them to make it seem that much more realistic and gut wrenching. Killing sounds are not the only sounds that are in the game of course there are also many action sounds for interacting with items and objects, some that stand out are, when you find a part to something most of the time you will need to apply them with timed button presses, and if you fail a intense electric spark will occur that is pretty loud, which will also alert Jason of your position, also there are a lot of smaller action sounds like a healing spray can, firecrackers, fixing a car, driving a car, and many more. Most of the sounds present in the game seem to be diagetically obtained as they are pretty much all real life things, but some of them may be non diagetic because you wouldn't record actual sounds of human flesh being cut up and destroyed but they made it sounds so realistic, the music doesn't seem to be non diagetically created as they use violins and even human breathing, which are all natural.


Overall sound design in this game is incredibly amazing to the point where it plays a really big part of the actual game itself, and without it, it wouldn't nearly be as enjoyable and thrilling to play, and in my opinion it has one of the greatest sound designs in a game that I have ever played.




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