Difference between revisions of "Synopses"

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List of card names and synopses.<br /><br />
 +
== Version 2.0==
 +
{{NameAndSynopsis |Sound Design in Games|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}}<br />
 +
{{NameAndSynopsis |Achievement|Signalling something positive}}
 +
{{NameAndSynopsis |Acoustic Ecology|<s>Designing sound in a holistic way, as influenced by Acoustic Ecology</s> Designing sound in a holistic way, as influenced by the discipline of Acoustic Ecology}}
 +
{{NameAndSynopsis |Address Others|Enabling the PC to use sound to address NPCs}}
 +
{{NameAndSynopsis |Aesthetics|Defining artistic characteristics common to all sounds}}
 +
{{NameAndSynopsis |Affected Hearing|Simulating hearing impairment}}
 +
{{NameAndSynopsis |Ambiance|Sounds of the environment}}
 +
{{NameAndSynopsis |Anticipation|A phase of gameplay anticipating an engagement}}
 +
{{NameAndSynopsis |Awareness|<s>Sound promoting awareness for some gameplay aspect</s> Sound signalling some relevant aspect of gameplay}}
 +
{{NameAndSynopsis |Beacon Locator|Items that emit sound to ease their location}}
 +
{{NameAndSynopsis |Breath|Perceptible sound of breathing}}
 +
{{NameAndSynopsis |Character Soundprint|The set of sounds of a PC or NPC}}
 +
{{NameAndSynopsis |Chitchat|<s>NPC’s Dialogue that is not central to the course of action</s> Dialogue that is not central to the course of action}}
 +
{{NameAndSynopsis |Consequent Sound|<s>Sound that matters to the gameworld</s> Designing the game world so that is sensitive to sound}}
 +
{{NameAndSynopsis |Contextual Music|Music specific to particular contexts or levels}}
 +
<s>[[Cut-Scenes]]</s> {{NameAndSynopsis |Cutscenes|<s>Sound of the cut-scenes</s> Sound of cinematic pieces}}
 +
{{NameAndSynopsis |Death|Portraying death}}
 +
{{NameAndSynopsis |Decay|A phase of gameplay of reestablishment after an engagement}}
 +
{{NameAndSynopsis |Dialogue|All kinds of conversation}}
 +
{{NameAndSynopsis |Diegetic Music|Music happening in the game world}}
 +
{{NameAndSynopsis |Directionality|Exploring the identification of the direction of a sound source}}
 +
{{NameAndSynopsis |Dubbing|Replacing original voices, to adapt to other language}}
 +
{{NameAndSynopsis |Eavesdropping|Adopting behaviours with intention of gaining knowledge by listening to others' conversations}}
 +
{{NameAndSynopsis |Echolocation|Using sound to perceive the environment}}
 +
{{NameAndSynopsis |Emotional Script|<s>Sound designed to contribute to the game’s emotional script</s> Sound designed to elicit emotions along the experience}}
 +
{{NameAndSynopsis |Engagement|A phase of gameplay of explicit conflict}}
 +
{{NameAndSynopsis |Entrainment|Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour}}
 +
{{NameAndSynopsis |Failure|Signalling something negative}}
 +
{{NameAndSynopsis |Foley Music|<s>Music made out of foley sounds</s> Music exploring sounds of objects or actions}}
 +
{{NameAndSynopsis |Foley|Sounds of ongoing actions}}
 +
{{NameAndSynopsis |Footsteps|The sound of footsteps (extensible to any kind of being)}}
 +
{{NameAndSynopsis |Grunts|Utterances associated to physical actions or conditions}}
 +
{{NameAndSynopsis |Heartbeat|Perceptible sound of heartbeating}}
 +
{{NameAndSynopsis |Helper Voice|Conveying guidance through the voice of disembodied or remote entities}}
 +
{{NameAndSynopsis |Hurry Up!|Contributing for the sense of urge in completing something}}
 +
{{NameAndSynopsis |Identification|Promoting the recognition of entities through their distinctive soundprints}}
 +
{{NameAndSynopsis |Imminent Death|Urging a change of behaviour to avoid death}}
 +
{{NameAndSynopsis |In-game Feedback|<s>In-game feedback on sound input performance</s> Providing indicators on the player's acoustic performance}}
 +
{{NameAndSynopsis |Levelled Performance|<s>The progressive sophistication of gameplay performative actions</s> The progressive sophistication of sound related performative actions}}
 +
{{NameAndSynopsis |Make Sound not War|<s>Sound supporting creative alternatives to conflict</s> Exploring sound to create alternatives to conflict}}
 +
{{NameAndSynopsis |Menus|Sounds in game menus}}
 +
{{NameAndSynopsis |Music|All kinds of music heard during the game}}
 +
{{NameAndSynopsis |Musical Outcome|Music generated as a by-product of in-game actions}}
 +
{{NameAndSynopsis |Narrative|<s>The contributions of sound to the narrative</s> The contributions of sound to unfold the game's story}}
 +
{{NameAndSynopsis |Narrator|Resorting to an actual narrator to convey the narrative}}
 +
{{NameAndSynopsis |No Can Do|Signalling something impossible}}
 +
{{NameAndSynopsis |Noise|The purposeful use of noise}}
 +
{{NameAndSynopsis |Ouch!|Signalling a painful or damaging interaction}}
 +
{{NameAndSynopsis |Pitch Gameplay|Exploring the tonal accuracy of the player’s voiced input}}
 +
{{NameAndSynopsis |R-A-E-D Iterations|Iterations of the sequence: Relaxation → Anticipation → Engagement → Decay}}
 +
{{NameAndSynopsis |Radio|Actual radio receivers with relevant emission}}
 +
<s>[[Audio Logs]] </s>{{NameAndSynopsis |Recordings|<s>Dialogue recordings, frequently scattered through the gameworld</s> Recorded dialogue, frequently scattered through the game world}}
 +
{{NameAndSynopsis |Relaxation|<s>A phase of gameplay promoting relaxation</s> A phase of gameplay promoting a restful state of mind}}
 +
{{NameAndSynopsis |Revelation|Expressing an encounter with something special}}
 +
<s>[[Play the Beat]]</s> {{NameAndSynopsis |Rhythm Gameplay|Acting in sync with a rhythm}}
 +
{{NameAndSynopsis |Say that Again|Allowing the PC/player to request to hear again}}
 +
{{NameAndSynopsis |Seeking for PC|NPC’s manifestations of active chasing of the PC}}
 +
{{NameAndSynopsis |Shout and Yell|<s>NPC’s loud utterances during engagement</s> Loud manifestations of hostility}}
 +
{{NameAndSynopsis |Signature|<s>Memorable association between sound and source</s> Creating a distinctive and memorable association with a sound}}
 +
{{NameAndSynopsis |Silence|Inducing the perception of the absence of sound}}
 +
{{NameAndSynopsis |Sing to Act|Performing songs to achieve a purpose}}
 +
{{NameAndSynopsis |Sonic Weapon|<s>Using sound as a weapon</s> Using sound to inflict damage}}
 +
{{NameAndSynopsis |Sound Decoys|<s>Using sound to fool the NPC</s> Using sound to fool the opponents}}
 +
{{NameAndSynopsis |Sound Effects|Sounds that make abstract or imaginary objects concrete}}
 +
{{NameAndSynopsis |Sound Input|The way sound enters the game world}}
 +
{{NameAndSynopsis |Sound Suppressing|Enabling the reduction of PC generated sounds}}
 +
{{NameAndSynopsis |Sound Visualization|Graphical perception of the occurrence of sound}}
 +
{{NameAndSynopsis |Stealth|Low profile behaviours that include adopting a small soundprint}}
 +
{{NameAndSynopsis |Subtitles and Captions|Text that represents occurring sound}}
 +
{{NameAndSynopsis |Suspicious NPC|NPC’s behaviours evidencing suspicion for the PC’s presence}}
 +
{{NameAndSynopsis |Thoughts|Revealing what a character is thinking of}}
 +
{{NameAndSynopsis |Time Twist|Using sound to enhance the perception of time manipulations}}
 +
{{NameAndSynopsis |Title Screens|Sound during the presentation of a game product}}
 +
{{NameAndSynopsis |Trance|<s>Sound contributing for trance during the experience</s> Sound contributing to experiencing flow or deep immersion}}
 +
{{NameAndSynopsis |Unaware NPC|<s>NPC’s behaviours evidencing unawareness of PC’s presence</s> NPC’s behaviours evidencing that the PC remains unnoticed}}
 +
<s>[[Requisite Variety]]</s> {{NameAndSynopsis |Variety|Triggering alternate sounds not to compromise the experience}}
 +
{{NameAndSynopsis |Voice Acting|Performing and recording voices for characters and/or narrators}}
 +
{{NameAndSynopsis |Window of Opportunity|<s>Enhancing the perception of a short time opportunity</s> Enhancing the perception of a temporary possibility or favourable state}}
  
{NameAndSynopsis |Achievement|Signalling something positive}
+
==Version 1.0==
{NameAndSynopsis |Acoustic Ecology|Designing sound in a holistic way, as influenced by Acoustic Ecology}
+
{{NameAndSynopsis |Sound Design in Games|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}}<br />
{NameAndSynopsis |Address Others|Enabling the PC to use sound to address NPCs}
+
{{NameAndSynopsis |Achievement|Signalling something positive}}
{NameAndSynopsis |Ambiance|Sounds of the environment}
+
{{NameAndSynopsis |Acoustic Ecology|Designing sound in a holistic way, as influenced by Acoustic Ecology}}
{NameAndSynopsis |Anticipation|A phase of gameplay anticipating an engagement}
+
{{NameAndSynopsis |Address Others|Enabling the PC to use sound to address NPCs}}
{NameAndSynopsis |Audio Logs|Dialogue recordings, frequently scattered through the gameworld}
+
{{NameAndSynopsis |Ambiance|Sounds of the environment}}
{NameAndSynopsis |Awareness|Sound promoting awareness for some gameplay aspect}
+
{{NameAndSynopsis |Anticipation|A phase of gameplay anticipating an engagement}}
{NameAndSynopsis |Beacon Locator|Items that emit sound to ease their location}
+
{{NameAndSynopsis |Audio Logs|Dialogue recordings, frequently scattered through the gameworld}}
{NameAndSynopsis |Breath|Perceptible sound of breathing}
+
{{NameAndSynopsis |Awareness|Sound promoting awareness for some gameplay aspect}}
{NameAndSynopsis |Character Soundprint|The set of sounds of a PC or NPC}
+
{{NameAndSynopsis |Beacon Locator|Items that emit sound to ease their location}}
{NameAndSynopsis |Chitchat|NPC’s Dialogue that is not central to the course of action}
+
{{NameAndSynopsis |Breath|Perceptible sound of breathing}}
{NameAndSynopsis |Consequent Sound|Sound that matters to the gameworld}
+
{{NameAndSynopsis |Character Soundprint|The set of sounds of a PC or NPC}}
{NameAndSynopsis |Contextual Music|Music specific to particular contexts or levels}
+
{{NameAndSynopsis |Chitchat|NPC’s Dialogue that is not central to the course of action}}
{NameAndSynopsis |Cut-scenes|Sound of the cut-scenes}
+
{{NameAndSynopsis |Consequent Sound|Sound that matters to the gameworld}}
{NameAndSynopsis |Death|Portraying death}
+
{{NameAndSynopsis |Contextual Music|Music specific to particular contexts or levels}}
{NameAndSynopsis |Decay|A phase of gameplay of reestablishment after an engagement}
+
{{NameAndSynopsis |Cut-Scenes|Sound of the cut-scenes}}
{NameAndSynopsis |Dialogue|All kinds of conversation}
+
{{NameAndSynopsis |Death|Portraying death}}
{NameAndSynopsis |Diegetic Music|Music happening in the game world}
+
{{NameAndSynopsis |Decay|A phase of gameplay of reestablishment after an engagement}}
{NameAndSynopsis |Dubbing|Replacing original voices, to adapt to other language}
+
{{NameAndSynopsis |Dialogue|All kinds of conversation}}
{NameAndSynopsis |Eavesdropping|Adopting behaviours with intention of gaining knowledge by listening to others' conversations}
+
{{NameAndSynopsis |Diegetic Music|Music happening in the game world}}
{NameAndSynopsis |Echolocation|Using sound to perceive the environment}
+
{{NameAndSynopsis |Dubbing|Replacing original voices, to adapt to other language}}
{NameAndSynopsis |Emotional Script|Sound designed to contribute to the game’s emotional script}
+
{{NameAndSynopsis |Eavesdropping|Adopting behaviours with intention of gaining knowledge by listening to others' conversations}}
{NameAndSynopsis |Engagement|A phase of gameplay of explicit conflict}
+
{{NameAndSynopsis |Echolocation|Using sound to perceive the environment}}
{NameAndSynopsis |Entrainment|Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour}
+
{{NameAndSynopsis |Emotional Script|Sound designed to contribute to the game’s emotional script}}
{NameAndSynopsis |Failure|Signalling something negative}
+
{{NameAndSynopsis |Engagement|A phase of gameplay of explicit conflict}}
{NameAndSynopsis |Foley|Sounds of ongoing actions}
+
{{NameAndSynopsis |Entrainment|Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour}}
{NameAndSynopsis |Foley Music|Music made out of foley sounds}
+
{{NameAndSynopsis |Failure|Signalling something negative}}
{NameAndSynopsis |Footsteps|The sound of footsteps (extensible to any kind of being)}
+
{{NameAndSynopsis |Foley|Sounds of ongoing actions}}
{NameAndSynopsis |Gameplay|All kinds of sound happening and being performed during gameplay}
+
{{NameAndSynopsis |Foley Music|Music made out of foley sounds}}
{NameAndSynopsis |Genre|Characteristics of gameplay}
+
{{NameAndSynopsis |Footsteps|The sound of footsteps (extensible to any kind of being)}}
{NameAndSynopsis |Grunts|Utterances associated to physical actions or conditions}
+
{{NameAndSynopsis |Gameplay|All kinds of sound happening and being performed during gameplay}}
{NameAndSynopsis |Heartbeat|Perceptible sound of heartbeating}
+
{{NameAndSynopsis |Genre|Characteristics of gameplay}}
{NameAndSynopsis |Hurry Up!|Contributing for the sense of urge in completing something}
+
{{NameAndSynopsis |Grunts|Utterances associated to physical actions or conditions}}
{NameAndSynopsis |Identification|Promoting the recognition of entities through their distinctive soundprints}
+
{{NameAndSynopsis |Heartbeat|Perceptible sound of heartbeating}}
{NameAndSynopsis |Imminent Death|Urging a change of behaviour to avoid death}
+
{{NameAndSynopsis |Hurry Up!|Contributing for the sense of urge in completing something}}
{NameAndSynopsis |In-game Feedback|In-game feedback on sound input performance}
+
{{NameAndSynopsis |Identification|Promoting the recognition of entities through their distinctive soundprints}}
{NameAndSynopsis |Levelled Performance|The progressive sophistication of gameplay performative actions}
+
{{NameAndSynopsis |Imminent Death|Urging a change of behaviour to avoid death}}
{NameAndSynopsis |Make Sound not War|Sound supporting creative alternatives to conflict}
+
{{NameAndSynopsis |In-game Feedback|In-game feedback on sound input performance}}
{NameAndSynopsis |Menus|Sounds in game menus}
+
{{NameAndSynopsis |Levelled Performance|The progressive sophistication of gameplay performative actions}}
{NameAndSynopsis |Music|All kinds of music heard during the game}
+
{{NameAndSynopsis |Make Sound not War|Sound supporting creative alternatives to conflict}}
{NameAndSynopsis |Musical Outcome|Music generated as a by-product of in-game actions}
+
{{NameAndSynopsis |Menus|Sounds in game menus}}
{NameAndSynopsis |Narrative|The contributions of sound to the narrative}
+
{{NameAndSynopsis |Music|All kinds of music heard during the game}}
{NameAndSynopsis |No Can Do|Signalling something impossible}
+
{{NameAndSynopsis |Musical Outcome|Music generated as a by-product of in-game actions}}
{NameAndSynopsis |Ouch!|Signalling a painful or damaging interaction}
+
{{NameAndSynopsis |Narrative|The contributions of sound to the narrative}}
{NameAndSynopsis |Play the Beat|Acting in sync with a rhythm}
+
{{NameAndSynopsis |No Can Do|Signalling something impossible}}
{NameAndSynopsis |R-A-E-D Iterations|Iterations of the sequence: Relaxation → Anticipation → Engagement → Decay}
+
{{NameAndSynopsis |Ouch!|Signalling a painful or damaging interaction}}
{NameAndSynopsis |Relaxation|A phase of gameplay promoting relaxation}
+
{{NameAndSynopsis |Play the Beat|Acting in sync with a rhythm}}
{NameAndSynopsis |Requisite Variety|Triggering alternate sounds not to compromise the experience}
+
{{NameAndSynopsis |R-A-E-D Iterations|Iterations of the sequence: Relaxation → Anticipation → Engagement → Decay}}
{NameAndSynopsis |Say that Again|Allowing the PC/player to request to hear again}
+
{{NameAndSynopsis |Relaxation|A phase of gameplay promoting relaxation}}
{NameAndSynopsis |Seeking for PC|NPC’s manifestations of active chasing of the PC}
+
{{NameAndSynopsis |Requisite Variety|Triggering alternate sounds not to compromise the experience}}
{NameAndSynopsis |Shout and Yell|NPC’s loud utterances during engagement}
+
{{NameAndSynopsis |Say that Again|Allowing the PC/player to request to hear again}}
{NameAndSynopsis |Signature|Memorable association between sound and source}
+
{{NameAndSynopsis |Seeking for PC|NPC’s manifestations of active chasing of the PC}}
{NameAndSynopsis |Sing to Act|Performing songs to achieve a purpose}
+
{{NameAndSynopsis |Shout and Yell|Loud manifestations of hostility|(updated in v2.0)}}
{NameAndSynopsis |Sonic Weapon|Using sound as a weapon}
+
{{NameAndSynopsis |Signature|Memorable association between sound and source}}
{NameAndSynopsis |Sound Decoys|Using sound to fool the NPC}
+
{{NameAndSynopsis |Sing to Act|Performing songs to achieve a purpose}}
{NameAndSynopsis |Sound Design in Games|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.}
+
{{NameAndSynopsis |Sonic Weapon|Using sound as a weapon}}
{NameAndSynopsis |Sound Effects|Sounds that make abstract or imaginary objects concrete}
+
{{NameAndSynopsis |Sound Decoys|Using sound to fool the NPC}}
{NameAndSynopsis |Sound Input|The way sound enters the gameworld}
+
{{NameAndSynopsis |Sound Effects|Sounds that make abstract or imaginary objects concrete}}
{NameAndSynopsis |Sound Layers and Semantics|Grouping design decisions according to their semantics}
+
{{NameAndSynopsis |Sound Input|The way sound enters the gameworld}}
{NameAndSynopsis |Sound Places|Components of a product where sound may appear}
+
{{NameAndSynopsis |Sound Layers and Semantics|Grouping design decisions according to their semantics}}
{NameAndSynopsis |Sound Suppressing|Enabling the reduction of PC generated sounds}
+
{{NameAndSynopsis |Sound Places|Components of a product where sound may appear}}
{NameAndSynopsis |Sound Visualization|Graphical perception of the occurrence of sound}
+
{{NameAndSynopsis |Sound Suppressing|Enabling the reduction of PC generated sounds}}
{NameAndSynopsis |Stealth|Low profile behaviours that include adopting a small soundprint}
+
{{NameAndSynopsis |Sound Visualization|Graphical perception of the occurrence of sound}}
{NameAndSynopsis |Subtitles and Captions|Text that represents occurring sound}
+
{{NameAndSynopsis |Stealth|Low profile behaviours that include adopting a small soundprint}}
{NameAndSynopsis |Title Screens|Sound during the presentation of a game product}
+
{{NameAndSynopsis |Subtitles and Captions|Text that represents occurring sound}}
{NameAndSynopsis |Trance|Sound contributing for trance during the experience}
+
{{NameAndSynopsis |Title Screens|Sound during the presentation of a game product}}
{NameAndSynopsis |Unaware NPC|NPC’s behaviours evidencing unawareness of PC’s presence}
+
{{NameAndSynopsis |Trance|Sound contributing for trance during the experience}}
 +
{{NameAndSynopsis |Unaware NPC|NPC’s behaviours evidencing unawareness of PC’s presence}}
 +
{{NameAndSynopsis |Voice Acting|Performing and recording voices for characters and/or narrators}}
 +
{{NameAndSynopsis |Window of Opportunity|Enhancing the perception of a short time opportunity}}

Latest revision as of 21:11, 20 May 2012

List of card names and synopses.

Version 2.0

Sound Design in Games: 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.

Achievement: Signalling something positive.
Acoustic Ecology: Designing sound in a holistic way, as influenced by Acoustic Ecology Designing sound in a holistic way, as influenced by the discipline of Acoustic Ecology.
Address Others: Enabling the PC to use sound to address NPCs.
Aesthetics: Defining artistic characteristics common to all sounds.
Affected Hearing: Simulating hearing impairment.
Ambiance: Sounds of the environment.
Anticipation: A phase of gameplay anticipating an engagement.
Awareness: Sound promoting awareness for some gameplay aspect Sound signalling some relevant aspect of gameplay.
Beacon Locator: Items that emit sound to ease their location.
Breath: Perceptible sound of breathing.
Character Soundprint: The set of sounds of a PC or NPC.
Chitchat: NPC’s Dialogue that is not central to the course of action Dialogue that is not central to the course of action.
Consequent Sound: Sound that matters to the gameworld Designing the game world so that is sensitive to sound.
Contextual Music: Music specific to particular contexts or levels.
Cut-Scenes Cutscenes: Sound of the cut-scenes Sound of cinematic pieces.
Death: Portraying death.
Decay: A phase of gameplay of reestablishment after an engagement.
Dialogue: All kinds of conversation.
Diegetic Music: Music happening in the game world.
Directionality: Exploring the identification of the direction of a sound source.
Dubbing: Replacing original voices, to adapt to other language.
Eavesdropping: Adopting behaviours with intention of gaining knowledge by listening to others' conversations.
Echolocation: Using sound to perceive the environment.
Emotional Script: Sound designed to contribute to the game’s emotional script Sound designed to elicit emotions along the experience.
Engagement: A phase of gameplay of explicit conflict.
Entrainment: Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour.
Failure: Signalling something negative.
Foley Music: Music made out of foley sounds Music exploring sounds of objects or actions.
Foley: Sounds of ongoing actions.
Footsteps: The sound of footsteps (extensible to any kind of being).
Grunts: Utterances associated to physical actions or conditions.
Heartbeat: Perceptible sound of heartbeating.
Helper Voice: Conveying guidance through the voice of disembodied or remote entities.
Hurry Up!: Contributing for the sense of urge in completing something.
Identification: Promoting the recognition of entities through their distinctive soundprints.
Imminent Death: Urging a change of behaviour to avoid death.
In-game Feedback: In-game feedback on sound input performance Providing indicators on the player's acoustic performance.
Levelled Performance: The progressive sophistication of gameplay performative actions The progressive sophistication of sound related performative actions.
Make Sound not War: Sound supporting creative alternatives to conflict Exploring sound to create alternatives to conflict.
Menus: Sounds in game menus.
Music: All kinds of music heard during the game.
Musical Outcome: Music generated as a by-product of in-game actions.
Narrative: The contributions of sound to the narrative The contributions of sound to unfold the game's story.
Narrator: Resorting to an actual narrator to convey the narrative.
No Can Do: Signalling something impossible.
Noise: The purposeful use of noise.
Ouch!: Signalling a painful or damaging interaction.
Pitch Gameplay: Exploring the tonal accuracy of the player’s voiced input.
R-A-E-D Iterations: Iterations of the sequence: Relaxation → Anticipation → Engagement → Decay.
Radio: Actual radio receivers with relevant emission.
Audio Logs Recordings: Dialogue recordings, frequently scattered through the gameworld Recorded dialogue, frequently scattered through the game world.
Relaxation: A phase of gameplay promoting relaxation A phase of gameplay promoting a restful state of mind.
Revelation: Expressing an encounter with something special.
Play the Beat Rhythm Gameplay: Acting in sync with a rhythm.
Say that Again: Allowing the PC/player to request to hear again.
Seeking for PC: NPC’s manifestations of active chasing of the PC.
Shout and Yell: NPC’s loud utterances during engagement Loud manifestations of hostility.
Signature: Memorable association between sound and source Creating a distinctive and memorable association with a sound.
Silence: Inducing the perception of the absence of sound.
Sing to Act: Performing songs to achieve a purpose.
Sonic Weapon: Using sound as a weapon Using sound to inflict damage.
Sound Decoys: Using sound to fool the NPC Using sound to fool the opponents.
Sound Effects: Sounds that make abstract or imaginary objects concrete.
Sound Input: The way sound enters the game world.
Sound Suppressing: Enabling the reduction of PC generated sounds.
Sound Visualization: Graphical perception of the occurrence of sound.
Stealth: Low profile behaviours that include adopting a small soundprint.
Subtitles and Captions: Text that represents occurring sound.
Suspicious NPC: NPC’s behaviours evidencing suspicion for the PC’s presence.
Thoughts: Revealing what a character is thinking of.
Time Twist: Using sound to enhance the perception of time manipulations.
Title Screens: Sound during the presentation of a game product.
Trance: Sound contributing for trance during the experience Sound contributing to experiencing flow or deep immersion.
Unaware NPC: NPC’s behaviours evidencing unawareness of PC’s presence NPC’s behaviours evidencing that the PC remains unnoticed.
Requisite Variety Variety: Triggering alternate sounds not to compromise the experience.
Voice Acting: Performing and recording voices for characters and/or narrators.
Window of Opportunity: Enhancing the perception of a short time opportunity Enhancing the perception of a temporary possibility or favourable state.

Version 1.0

Sound Design in Games: 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.

Achievement: Signalling something positive.
Acoustic Ecology: Designing sound in a holistic way, as influenced by Acoustic Ecology.
Address Others: Enabling the PC to use sound to address NPCs.
Ambiance: Sounds of the environment.
Anticipation: A phase of gameplay anticipating an engagement.
Audio Logs: Dialogue recordings, frequently scattered through the gameworld.
Awareness: Sound promoting awareness for some gameplay aspect.
Beacon Locator: Items that emit sound to ease their location.
Breath: Perceptible sound of breathing.
Character Soundprint: The set of sounds of a PC or NPC.
Chitchat: NPC’s Dialogue that is not central to the course of action.
Consequent Sound: Sound that matters to the gameworld.
Contextual Music: Music specific to particular contexts or levels.
Cut-Scenes: Sound of the cut-scenes.
Death: Portraying death.
Decay: A phase of gameplay of reestablishment after an engagement.
Dialogue: All kinds of conversation.
Diegetic Music: Music happening in the game world.
Dubbing: Replacing original voices, to adapt to other language.
Eavesdropping: Adopting behaviours with intention of gaining knowledge by listening to others' conversations.
Echolocation: Using sound to perceive the environment.
Emotional Script: Sound designed to contribute to the game’s emotional script.
Engagement: A phase of gameplay of explicit conflict.
Entrainment: Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour.
Failure: Signalling something negative.
Foley: Sounds of ongoing actions.
Foley Music: Music made out of foley sounds.
Footsteps: The sound of footsteps (extensible to any kind of being).
Gameplay: All kinds of sound happening and being performed during gameplay.
Genre: Characteristics of gameplay.
Grunts: Utterances associated to physical actions or conditions.
Heartbeat: Perceptible sound of heartbeating.
Hurry Up!: Contributing for the sense of urge in completing something.
Identification: Promoting the recognition of entities through their distinctive soundprints.
Imminent Death: Urging a change of behaviour to avoid death.
In-game Feedback: In-game feedback on sound input performance.
Levelled Performance: The progressive sophistication of gameplay performative actions.
Make Sound not War: Sound supporting creative alternatives to conflict.
Menus: Sounds in game menus.
Music: All kinds of music heard during the game.
Musical Outcome: Music generated as a by-product of in-game actions.
Narrative: The contributions of sound to the narrative.
No Can Do: Signalling something impossible.
Ouch!: Signalling a painful or damaging interaction.
Play the Beat: Acting in sync with a rhythm.
R-A-E-D Iterations: Iterations of the sequence: Relaxation → Anticipation → Engagement → Decay.
Relaxation: A phase of gameplay promoting relaxation.
Requisite Variety: Triggering alternate sounds not to compromise the experience.
Say that Again: Allowing the PC/player to request to hear again.
Seeking for PC: NPC’s manifestations of active chasing of the PC.
Shout and Yell: Loud manifestations of hostility. (updated in v2.0)
Signature: Memorable association between sound and source.
Sing to Act: Performing songs to achieve a purpose.
Sonic Weapon: Using sound as a weapon.
Sound Decoys: Using sound to fool the NPC.
Sound Effects: Sounds that make abstract or imaginary objects concrete.
Sound Input: The way sound enters the gameworld.
Sound Layers and Semantics: Grouping design decisions according to their semantics.
Sound Places: Components of a product where sound may appear.
Sound Suppressing: Enabling the reduction of PC generated sounds.
Sound Visualization: Graphical perception of the occurrence of sound.
Stealth: Low profile behaviours that include adopting a small soundprint.
Subtitles and Captions: Text that represents occurring sound.
Title Screens: Sound during the presentation of a game product.
Trance: Sound contributing for trance during the experience.
Unaware NPC: NPC’s behaviours evidencing unawareness of PC’s presence.
Voice Acting: Performing and recording voices for characters and/or narrators.
Window of Opportunity: Enhancing the perception of a short time opportunity.