Difference between revisions of "Footsteps"
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| name =Footsteps | | name =Footsteps | ||
| deckversion =1.0 | | 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 = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
− | | | + | | v10frontface =Footsteps-front-v10.png |
− | | | + | | v10backface =Footsteps-back-v10.png |
+ | | v20frontface =Footsteps-front-v20.png | ||
+ | | v20backface =Footsteps-back-v20.png | ||
| screenshots= | | screenshots= | ||
− | | | + | | v10rel-tag1=Contexts:<br> |
− | | | + | | v10rel1=[[Character Soundprint]], [[Awareness]], [[Signature]], [[Emotional Script]], [[Stealth]], [[Narrative]], [[Entrainment]]<br> |
− | | | + | | v10rel-tag2=May relate to:<br> |
− | | | + | | v10rel2=[[Breath]], [[Grunts]]<br> |
− | | | + | | v10rel-tag3=Makes use of:<br> |
− | | | + | | v10rel3=[[Foley]]<br> |
+ | | v20rel-tag1=Contexts:<br> | ||
+ | | v20rel1=[[Character Soundprint]], [[Awareness]], [[Signature]], [[Emotional Script]], [[Stealth]], [[Entrainment]]<br> | ||
+ | | v20rel-tag2=May Relate to:<br> | ||
+ | | v20rel2=[[Breath]], [[Grunts]]<br> | ||
+ | | v20rel-tag3=Makes use of:<br> | ||
+ | | v20rel3=[[Foley]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| description= | | 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 Soundprint | | + | [[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 Soundprint|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 | + | 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. | |
− | + | ||
− | + | ||
− | + | ||
− | As with some other sound explorations, the sound of Footsteps is often exaggerated, particularly regarding loudness, when compared to a real life situation. | + | |
|examples= | |examples= | ||
− | | | + | | ex1=<mt p="Footsteps" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">[[Footsteps]] are major protagonist in the minimalist [[Acoustic Ecology]].</mt> |
− | | | + | | ex2=<mt p="Footsteps" g="Assassins Creed" altg="Assassin's Creed">The sounds of horse hooves deserved a realistic approach, namely in terms of variety.</mt> |
− | | | + | | ex3=<mt p="Footsteps" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}">Big Daddies’ [[Footsteps]] are part of the [[Signature]] of a game. They are identifiable at a distance. At a short distance, they are greatly accentuated by the visual effects.</mt> |
− | | | + | | ex5=<mt p="Footsteps" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">The sound of the [[Footsteps]] is in the core of the gameplay in [[Papa Sangre]]. The player needs to avoid that the opponents detect the PC's [[Footsteps]]. The sound of the [[Footsteps]] put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).</mt> |
− | | ex7=<mt p="Footsteps" g=" | + | | ex4=<mt p="Footsteps" g="Silent Hill" w="{{RPS2W}}" h="{{RPS2H}}">Within the [[Silence]] of the [[Ambiance]], the sound of [[Footsteps]] becomes dominant. (see also the External References, on further aspects with relevance for the [[Emotional Script]]).</mt> |
− | | ex6=<mt p="Footsteps" g="Half Life 2" altg="Half-Life 2" h=" | + | | ex6=<mt p="Footsteps" g="The Graveyard" w="{{ViPhoneW}}" h="{{ViPhoneH}}">The way the game is designed almost makes the sound of every single step a sound of [[Achievement]].</mt> |
− | | | + | | ex7=<mt p="Footsteps" g="Shadow of the Colossus" w="{{R4by3W}}" h="{{R4by3H}}"></mt> |
− | | | + | | ex8=<mt p="Music" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Scrat’s [[Footsteps]] are influential to the [[Character Soundprint|Character’s Soundprint]], which constitutes a [[Signature]] of the game.</mt> |
− | | | + | <!-- |
+ | | ex6=<mt p="Footsteps" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
+ | | ex9=<mt p="Footsteps" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex9=<mt p="Silence" g="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}">Within the [[Silence]] of the [[Ambiance]], the sound of [[Footsteps]] becomes dominant. (see also the External References, on further aspects with relevance for the [[Emotional Script]]).</mt> | ||
+ | | ex8=<mt p="Footsteps" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | --> | ||
| external = | | external = | ||
− | Interviews with designers, which include commentaries | + | Interviews with designers, which include commentaries on [[Footsteps]]: |
− | *Sound of [[Footsteps]] purposefully out of sync in Silent Hill<ref name="Sheffield" />. | + | *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 | + | *[[Variety]] in [[Footsteps]] in Assassin’s Creed <ref name="Jackson"/>. |
| showrefs =1 | | showrefs =1 | ||
}} | }} |
Latest revision as of 03:07, 26 August 2012
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The card's front face | The card's back face |
Synopsis
The sound of footsteps (extensible to any kind of being). |
Relationships
Contexts:
Character Soundprint , Awareness
, Signature
, Emotional Script
, Stealth
, Entrainment
.
May Relate to:
Breath , Grunts
.
Makes use of:
Foley .
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
![]() ![]() |
![]() ![]() BioShock: Big Daddies’ Footsteps are part of the Signature of a game. They are identifiable at a distance. At a short distance, they are greatly accentuated by the visual effects.
|
![]() ![]() Silent Hill: Within the Silence of the Ambiance, the sound of Footsteps becomes dominant. (see also the External References, on further aspects with relevance for the Emotional Script).
|
![]() ![]() Papa Sangre: The sound of the Footsteps is in the core of the gameplay in Papa Sangre. The player needs to avoid that the opponents detect the PC's Footsteps. The sound of the Footsteps put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).
|
![]() ![]() The Graveyard: The way the game is designed almost makes the sound of every single step a sound of Achievement.
|
![]() ![]() Ice Age 3: Scrat’s Footsteps are influential to the Character’s Soundprint, which constitutes a Signature of the game.
|
External Resources
Interviews with designers, which include commentaries on Footsteps:
- Sound of Footsteps purposefully out of sync in Silent Hill [1]. 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 [2].
References
- Jump up ↑ Sheffield, B. 2010. GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques. http://www.gamasutra.com/php-bin/news_index.php?story=27644
- Jump up ↑ Jackson, B. 2008. Assassin’s Creed. http://mixonline.com/game_audio/features/audio_assassins_creed.
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