Difference between revisions of "Footsteps"

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|ex2=<mt  g="Bioshock" p="Footsteps" mod="-1" mmod="-{{MtSize}}"></mt>
 
|ex2=<mt  g="Bioshock" p="Footsteps" mod="-1" mmod="-{{MtSize}}"></mt>
 
|ex3=<mt  altg="Assassin's Creed" g="AssassinsCreed" p="Footsteps" mod="-1" mmod="-{{MtSize}}"></mt>
 
|ex3=<mt  altg="Assassin's Creed" g="AssassinsCreed" p="Footsteps" mod="-1" mmod="-{{MtSize}}"></mt>
|ex4=<mt  g="SilentHill" p="Footsteps" mod="-1" mmod="-{{MtSize}}">The perception of [[Footsteps]] is greatly emphasized by the [[Silence]] [[Ambiance]]</mt>
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|ex4=<mt  g="SilentHill" p="Footsteps" mod="-1" mmod="-{{MtSize}}"><wiki>The perception of [[Footsteps]] is greatly emphasized by the [[Silence]] [[Ambiance]]</wiki></mt>
  
 
| external [http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques]
 
| external [http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques]
 
}}
 
}}

Revision as of 16:01, 15 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

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 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.

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.

Footsteps are also used as a tool for the Emotional Script. In Silent Hill, Akira Yamaoka intentionally gives "sound ahead of the frame where action would happen", "to induce intensity or anxiety" [1].

Examples

Limbo:
Bioshock:
Assassin's Creed:
[show less examples...]
SilentHill: <wiki>The perception of Footsteps is greatly emphasized by the SilenceAmbiance</wiki>



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