Difference between revisions of "Sound Design in Games"

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| screenshots=hidethisfield
 
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| rel-tag1=Includes:<br>
 
| rel-tag1=Includes:<br>
| rel1=[[Genre]], [[Sound Places]], [[Sound Layers and Semantics]], [[Acoustic Ecology]], [[Sound Input]], [[Sound]]<br>
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| rel1=[[Genre]], [[Sound Places]], [[Sound Layers and Semantics]], [[Acoustic Ecology]], [[Sound Input]], [[Sound Visualization]], [[Signature]], [[Narrative]], [[Emotional Script]]<br>  
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
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Revision as of 15:03, 26 June 2011

Front face Back face
The card's front face The card's back face

Synopsis

A deck-based approach to a Pattern Language for Sound Design in Games, strongly influenced by Acoustic Ecology and subject to the principle that Sound Design in Games benefits from being embedded in the overall Game Design..

Relationships

Includes:
Genre File:M385px-Genre-front-v20.png, Sound Places File:M385px-SoundPlaces-front-v20.png, Sound Layers and Semantics File:M385px-SoundLayersAndSemantics-front-v20.png, Acoustic Ecology , Sound Input , Sound Visualization , Signature , Narrative , Emotional Script .

Description

Examples

[show less examples...]



SoundDesignInGames-front-v10.pngSoundDesignInGames-back-v10.png