Difference between revisions of "Sound Places"
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(Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link] | (Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link] | ||
| examples= | | examples= | ||
− | | ex1=<mt p="SoundPlaces" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}">[[Cutscenes]]</mt> | + | | ex1=<mt p="SoundPlaces" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}">[[Cutscenes]].</mt> |
− | | ex2=<mt p="TitleScreens" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">[[ | + | | ex2=<mt p="TitleScreens" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">[[Title Screens]].</mt> |
− | | ex3=<mt p="Menus" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}">[[Menus]]</mt> | + | | ex3=<mt p="Menus" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}">[[Menus]].</mt> |
− | | ex4=<mt p="Gameplay" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">Sound being used as part of the [[Gameplay]]</mt> | + | | ex4=<mt p="Gameplay" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">Sound being used as part of the [[Gameplay]].</mt> |
}} | }} |
Revision as of 21:20, 20 August 2012
The card's front face | The card's back face |
This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0
Contents
Synopsis
Components of a product where sound may appear. |
Relationships
Context:
Sound Design in Games .
Parts may include:
Title Screens , Menus , Cut-Scenes , Gameplay .
Makes use of:
Acoustic Ecology .
Description
This pattern refers to the design decisions regarding the reach of sound to the different components the game may include.
Often, expressions such as "the sound of a game" are used to refer to the sounds heard during Gameplay and possibly in the Cut-Scenes. Yet, sound may extend to other moments of a game's usage, including the Menus and the starting Title Screens.
Addressing the sound design of these components as a whole as the advantage of enabling them to fit in the same Acoustic Ecology.
Examples
Additional Comments
This classification is based on (Marks & Novak, 2009; Marks, 2009, ch. 8).
External Resources
(Marks & Novak, 2009; Marks, 2009, ch. 8). [pending link]