Difference between revisions of "Footsteps"
ValterAlves (Talk | contribs) m |
ValterAlves (Talk | contribs) m |
||
Line 48: | Line 48: | ||
| external = | | external = | ||
Interviews with designers, which include commentaries on [[Footsteps]]: | Interviews with designers, which include commentaries on [[Footsteps]]: | ||
− | *Sound of [[Footsteps]] purposefully out of sync in Silent Hill<ref name=" | + | *Sound of [[Footsteps]] purposefully out of sync in Silent Hill<ref name="Sheffield">. Akira Yamaoka intentionally gives “sound ahead of the frame where action would happen”, “to induce intensity or anxiety”. |
− | *Variety in Footsteps in Assassin’s Creed<ref name=" | + | *Variety in Footsteps in Assassin’s Creed<ref name="Jackson"> |
| showrefs =1 | | showrefs =1 | ||
}} | }} |
Revision as of 18:12, 25 May 2012
{{Card
| name =Footsteps
| deckversion =1.0
| v10synopsis =The sound of footsteps (extensible to any kind of being)
| v20synopsis =The sound of footsteps (extensible to any kind of being)
| patternpresentation =
| cardpresentation=
| v10frontface =Footsteps-front-v10.png
| v10backface =Footsteps-back-v10.png
| v20frontface =Footsteps-front-v20.png
| v20backface =Footsteps-back-v20.png
| screenshots=
| v10rel-tag1=Contexts:
| v10rel1=Character Soundprint, Awareness, Signature, Emotional Script, Stealth, Narrative, Entrainment
| v10rel-tag2=May Relate to:
| v10rel2=Breath, Grunts
| v10rel-tag3=Makes use of:
| v10rel3=Foley
| v20rel-tag1=Contexts:
| v20rel1=Character Soundprint, Awareness, Signature, Emotional Script, Stealth, Entrainment
| v20rel-tag2=May Relate to:
| v20rel2=Breath, Grunts
| v20rel-tag3=Makes use of:
| v20rel3=Foley
| revisions =Introduced in version 1.0
| description=
Footsteps are among the most used patterns in sound design. They are a form of Foley that seems elemental and effective as an instrument to implement the Character’s Soundprint and in providing Awareness for the movement of both PC and NPC. They can also be used as a tool for the Emotional Script and become part of the Signature of a game.
Regarding the PC’s Footsteps, they are sometimes combined with Breath and some forms of Grunts, particularly to denote fatigue. If so, it seems important to consider them in conjunction, since they are dependent and demand some level of synchronization.
As with some other sound explorations, the sound of Footsteps is often exaggerated, particularly regarding loudness, when compared to a real life situation.
|examples=
| ex1=













| external = Interviews with designers, which include commentaries on Footsteps:
- Sound of Footsteps purposefully out of sync in Silent HillCite error: Closing
</ref>
missing for<ref>
tag