Difference between revisions of "Title Screens"

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[[Title Screens]] constitute one of the distinctive components ([[Sound Places]]) of sound design in games, along with the introductory [[Menus]], [[Cutscenes]], and – the more 'extensive' component – the sound occurring during gameplay.
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[[Title Screens]] constitute one of the distinctive components of sound design in games, along with the introductory [[Menus]], [[Cutscenes]], and – the more 'extensive' component – the sound occurring during gameplay.
  
 
It is noticeable that some games extend their [[Title Screens]] back to the presentation of distributor and development teams, mostly by customizing the respective logos with motifs from the game, sometimes resorting solely to sound (typically astonishing [[Sound Effects]]).
 
It is noticeable that some games extend their [[Title Screens]] back to the presentation of distributor and development teams, mostly by customizing the respective logos with motifs from the game, sometimes resorting solely to sound (typically astonishing [[Sound Effects]]).
  
Although the exposition of the player to the [[Title Screens]] is very short when compared with the other [[Sound Places]], it constitutes the first contact of the player with the game, both when first running and in each new session. Being so, it plays an emotional role that sound can help to explore. Actually, the use of sound during [[Title Screens]], including in those cases when is it starts early during the teams' presentations, has a role almost strictly emotional (so it may work as a first contribution to the [[Emotional Script]]).
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Although the exposition of the player to the [[Title Screens]] is very short when compared with the other sound design components, it constitutes the first contact of the player with the game, both when first running and in each new session. Being so, it plays an emotional role that sound can help to explore. Actually, the use of sound during [[Title Screens]], including in those cases when is it starts early during the teams' presentations, has a role almost strictly emotional (so it may work as a first contribution to the [[Emotional Script]]).
  
 
[[Music]] is a prevalent solution for [[Title Screens]], sometimes becoming part of the [[Signature]] of the game.
 
[[Music]] is a prevalent solution for [[Title Screens]], sometimes becoming part of the [[Signature]] of the game.

Revision as of 00:26, 29 November 2011

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

Synopsis

Sound during the presentation of a game product.

Relationships

Contexts:
Signature , Emotional Script .
Peers:
Menus , Cutscenes .
Often uses:
Music , Sound Effects .

Description

Title Screens constitute one of the distinctive components of sound design in games, along with the introductory Menus, Cutscenes, and – the more 'extensive' component – the sound occurring during gameplay.

It is noticeable that some games extend their Title Screens back to the presentation of distributor and development teams, mostly by customizing the respective logos with motifs from the game, sometimes resorting solely to sound (typically astonishing Sound Effects).

Although the exposition of the player to the Title Screens is very short when compared with the other sound design components, it constitutes the first contact of the player with the game, both when first running and in each new session. Being so, it plays an emotional role that sound can help to explore. Actually, the use of sound during Title Screens, including in those cases when is it starts early during the teams' presentations, has a role almost strictly emotional (so it may work as a first contribution to the Emotional Script).

Music is a prevalent solution for Title Screens, sometimes becoming part of the Signature of the game.

Examples

Heavy Rain:
Demon's Souls:
Uncharted 2:
[show less examples...]
Uncharted:
Mirror's Edge:
Flower: Sound of Title Screens (which in this case is even dependent of previous accomplishments in gameplay) starts to be heard right from the presentation of the distributor [pending: double check this] and development team.
Loco Roco:
Ico:
Oblivion: This Music, prevalent in the Title Screen, is part of the Signature of the game.
Sonic the Hedgehog: Same games from Sega, including Sonic the Hedgehog, share a short Signature that is used in Title Screens but which is repeated along the gaming session, between levels.
Spore Origins:



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