Difference between revisions of "Title Screens"
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| ex7=<mt p="TitleScreens" g="Demons Souls" i=2 altg="Demon's Souls" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex7=<mt p="TitleScreens" g="Demons Souls" i=2 altg="Demon's Souls" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
| ex8=<mt p="TitleScreens" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">Sound of [[Title Screens]] (which in this case is even dependent of previous accomplishments in gameplay) starts to be heard right from the presentation of the distributor [pending: double check this] and development team.</mt> | | ex8=<mt p="TitleScreens" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">Sound of [[Title Screens]] (which in this case is even dependent of previous accomplishments in gameplay) starts to be heard right from the presentation of the distributor [pending: double check this] and development team.</mt> | ||
− | | ex9=<mt p="TitleScreens" g="LocoRoco" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | + | | ex9=<mt p="TitleScreens" g="LocoRoco" w="{{R16by9W}}" h="{{R16by9H}}" i=2></mt> |
| ex10=<mt p="TitleScreens" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex10=<mt p="TitleScreens" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
| ex11=<mt p="TitleScreens" g="Isaac" altg="The Binding of Isaac" w="{{R8by5W}}" h="{{R8by5H}}"></mt> | | ex11=<mt p="TitleScreens" g="Isaac" altg="The Binding of Isaac" w="{{R8by5W}}" h="{{R8by5H}}"></mt> |
Revision as of 22:16, 21 December 2011
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The card's front face | The card's back face |
Contents
Synopsis
Sound during the presentation of a game product. |
Relationships
Contexts:
Signature , Emotional Script
.
Peers:
Menus , Cutscenes
.
Often uses:
Music , Sound Effects
.
Description
Title Screens constitute one of the distinctive components of sound design in games, along with the introductory Menus, Cutscenes, and – the more 'extensive' component – the sound occurring during gameplay.
It is noticeable that some games extend their Title Screens back to the presentation of distributor and development teams, mostly by customizing the respective logos with motifs from the game, sometimes resorting solely to sound (typically astonishing Sound Effects).
Although the exposition of the player to the Title Screens is very short when compared with the other sound design components, it constitutes the first contact of the player with the game, both when first running and in each new session. Being so, it plays an emotional role that sound can help to explore. Actually, the use of sound during Title Screens, including in those cases when is it starts early during the teams' presentations, has a role almost strictly emotional (so it may work as a first contribution to the Emotional Script).
Music is a prevalent solution for Title Screens, sometimes becoming part of the Signature of the game.
Examples
![]() ![]() Sonic the Hedgehog: Same games from Sega, including Sonic the Hedgehog, share a short Signature that is used in Title Screens but which is repeated along the gaming session, between levels.
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