Difference between revisions of "Footsteps"

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| rel3=[[Foley]]<br>
 
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| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
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| examples=
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[[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. Regarding the PC [[Footsteps]] are commonly combined with [[Breath]] and some forms of [[Grunts]] which are important to consider in conjunction since they demand some level of dependence and synchronization.
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The [[Footsteps]] of certain characters may become part of the [[Signature]] of a game, as is the case with Big Daddies in Bioshock, and Scratch in Ice Age 3.
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Revision as of 19:46, 10 August 2011

Front face Back face
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 , Narrative , Entrainment .
May Relate to:
Breath , Grunts .
Makes use of:
Foley .

Description

Examples

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. Regarding the PC Footsteps are commonly combined with Breath and some forms of Grunts which are important to consider in conjunction since they demand some level of dependence and synchronization.

The Footsteps of certain characters may become part of the Signature of a game, as is the case with Big Daddies in Bioshock, and Scratch in Ice Age 3.

[show less examples...]



Footsteps-front-v10.pngFootsteps-back-v10.png