Difference between revisions of "Footsteps"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 24: Line 24:
 
[[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" [http://www.gamasutra.com/php-bin/news_index.php?story=27644].
 
[[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" [http://www.gamasutra.com/php-bin/news_index.php?story=27644].
 
|examples=
 
|examples=
|ex1=<mt g="Limbo" p="Footsteps" mod="-1" mmod="-{{MtSize}}">Footsteps are major protagonist in the minimalist Acoustic Ecology</mt>
+
| ex1=<mt p="Footsteps" g="Silent Hill" h="140">In a silent ambiance, the sound of footsteps becomes dominant</mt>
|ex2=<mt g="Bioshock" p="Footsteps" mod="-1" mmod="-{{MtSize}}">Big Daddies footsteps are identifiable at a distance. At a short distance they are greatly accentuated by the visuals effects</mt>
+
| ex2=<mt p="Footsteps" g="Papa Sangre" h="140"></mt>
|ex3=<mt altg="Assassin's Creed" g="AssassinsCreed" p="Footsteps" mod="-1" mmod="-{{MtSize}}">The sounds of horse wooves deserved a realistic approach, namely in terms of variety</mt>
+
| ex3=<mt p="Footsteps" g="Limbo" h="140">Footsteps are major protagonist in the minimalist Acoustic Ecology.</mt>
|ex4=<mt g="SilentHill" p="Footsteps" mod="-1" mmod="-{{MtSize}}">In a silent ambiance, the sound of footsteps becomes dominant</mt>
+
| ex4=<mt p="Footsteps" g="Assassins Creed" altg="Assassin's Creed">The sounds of horse wooves deserved a realistic approach, namely in terms of variety</mt>
 +
| ex5=<mt p="Footsteps" g="Bioshock" h="140">Big Daddies footsteps are identifiable at a distance. At a short distance they are greatly accentuated by the visuals effects</mt>
 +
| ex6=<mt p="Footsteps" g="HL2" altg="Half-Life 2" h="188"></mt>
 +
| ex7=<mt p="Footsteps" g="The Graveyard" h="140"></mt>
 +
| ex8=<mt p="Footsteps" g="Patapon" h="140"></mt>
 +
| ex9=<mt p="Footsteps" g="Halo" h="140"></mt>
  
 
| external =
 
| external =
 
[http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques]
 
[http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques]
 
[varity in footsteps in Assassin's Creed]
 
[varity in footsteps in Assassin's Creed]
| examples=
 
| ex1=<mt p="Footsteps" g="Assassins Creed" altg="Assassin's Creed"></mt>
 
| ex2=<mt p="Footsteps" g="Bioshock" h="140"></mt>
 
| ex3=<mt p="Footsteps" g="HL2" altg="Half-Life 2" h="188"></mt>
 
| ex4=<mt p="Footsteps" g="The Graveyard" h="140"></mt>
 
| ex5=<mt p="Footsteps" g="Papa Sangre" h="140"></mt>
 
| ex6=<mt p="Footsteps" g="Patapon" h="140"></mt>
 
| ex7=<mt p="Footsteps" g="Limbo" h="140"></mt>
 
| ex8=<mt p="Footsteps" g="Halo" h="140"></mt>
 
| ex9=<mt p="Footsteps" g="Silent Hill" h="188"></mt>
 
 
}}
 
}}

Revision as of 22:17, 16 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

Silent Hill: In a silent ambiance, the sound of footsteps becomes dominant
Papa Sangre:
Limbo: Footsteps are major protagonist in the minimalist Acoustic Ecology.
[show less examples...]
Assassin's Creed: The sounds of horse wooves deserved a realistic approach, namely in terms of variety
Bioshock: Big Daddies footsteps are identifiable at a distance. At a short distance they are greatly accentuated by the visuals effects
Half-Life 2:
The Graveyard:
Patapon:
Halo:


External Resources

GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques [varity in footsteps in Assassin's Creed]

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