Difference between revisions of "Sound Places"
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| v20rel1=[[Sound Design in Games]]<br> | | v20rel1=[[Sound Design in Games]]<br> | ||
| v20rel-tag2=Parts may include:<br> | | v20rel-tag2=Parts may include:<br> | ||
| − | | v20rel2=[[Title Screens]], [[Menus]], [[ | + | | v20rel2=[[Title Screens]], [[Menus]], [[Cutscenes]], [[Gameplay#v10]]<br> |
| v20rel-tag3=Makes use of:<br> | | v20rel-tag3=Makes use of:<br> | ||
| v20rel3=[[Acoustic Ecology]]<br> | | v20rel3=[[Acoustic Ecology]]<br> | ||
Revision as of 22:10, 20 August 2012
| The card's front face | The card's back face |
This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0
Contents
Synopsis
| Components of a product where sound may appear. |
Relationships
Context:
Sound Design in Games
.
Parts may include:
Title Screens
, Menus
, Cutscenes
, Gameplay
.
Makes use of:
Acoustic Ecology
.
Description
This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during Gameplay and possibly in the Cutscenes. Yet, sound may extend to other moments of a game's usage, including the Menus and the starting Title Screens.
Addressing the sound design of these components as a whole has the advantage of enabling them to fit in the same Acoustic Ecology.
Examples
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Additional Comments
This classification is based on (Marks & Novak, 2009; Marks, 2009, ch. 8).
External Resources
(Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link]




