Difference between revisions of "Breath"

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| rel3=[[Foley]]<br>
 
| rel3=[[Foley]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 +
| description=
 +
When [[Breath]] is associated to pain or sever distress it sometimes becomes tends towards [[Grunts]].
 +
 
| examples=
 
| examples=
 
| ex1=<mt p="Breath" g="Heavy Rain" h="140">This [[Cut-Scenes|Cut-Scene]] uses [[Breath]] to augment the perception of distress.</mt>
 
| ex1=<mt p="Breath" g="Heavy Rain" h="140">This [[Cut-Scenes|Cut-Scene]] uses [[Breath]] to augment the perception of distress.</mt>
 
| ex2=<mt p="Breath" g="Mini Ninjas" h="200">Amongst the several selectable PC, Futo is the only one whose breath is perceptible (when running). This singularity in the [[Character Soundprint]] makes sense considering is physical characteristics</mt>
 
| ex2=<mt p="Breath" g="Mini Ninjas" h="200">Amongst the several selectable PC, Futo is the only one whose breath is perceptible (when running). This singularity in the [[Character Soundprint]] makes sense considering is physical characteristics</mt>
| ex3=<mt p="Breath" g="Chaos Theory" h="200"></mt>
 
 
| ex4=<mt p="Breath" g="HalfLife2" altg="Half-Life 2" h="140">In this case the semantics is reversed. We hear Freeman trying to ''hold'' is [[Breath]], not to get drown, which is a clear indicator of [[Imminent Death]] that is also very effective in terms of the [[Emotional Script]].</mt>
 
| ex4=<mt p="Breath" g="HalfLife2" altg="Half-Life 2" h="140">In this case the semantics is reversed. We hear Freeman trying to ''hold'' is [[Breath]], not to get drown, which is a clear indicator of [[Imminent Death]] that is also very effective in terms of the [[Emotional Script]].</mt>
| ex5=<mt p="Breath" g="Papa Sangre" h="140">[[Breath]] helps to perceive the pace (running, not walking) and provides one more element to give existence to a character who the player never sees.</mt>
+
| ex5=<mt p="Breath" g="Papa Sangre" h="140">[[Breath]] helps to characterise the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt>
 
| ex6=<mt p="Breath" g="Limbo" h="140">[[Breath]] (together with [[Footsteps]]) puts the focus on the character and messages his effort.</mt>
 
| ex6=<mt p="Breath" g="Limbo" h="140">[[Breath]] (together with [[Footsteps]]) puts the focus on the character and messages his effort.</mt>
| ex7=<mt p="Breath" g="Halo" h="140">The gameplay does not allow long runs. This [[Breath]] sound helps to accept that is because it is hard for the character to do it.</mt>
+
| ex3=<mt p="Breath" g="Halo" h="140">The gameplay does not allow long runs. This [[Breath]] sound helps to accept that is because it is hard for the character to do it.</mt>
 
| ex8=<mt p="Breath" g="Silent Hill" h="140">The uneasy [[Breath]], after a run, adds to the already distressful [[Acoustic Ecology]].</mt>
 
| ex8=<mt p="Breath" g="Silent Hill" h="140">The uneasy [[Breath]], after a run, adds to the already distressful [[Acoustic Ecology]].</mt>
 +
| ex9=<mt p="Breath" g="Chaos Theory" h="200">[[Breath]] complements the [[Character Soundprint]] in a context when it makes sense</mt>
 
}}
 
}}

Revision as of 00:06, 20 August 2011

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

Synopsis

Perceptible sound of breathing.

Relationships

Contexts:
Character Soundprint , Awareness , Emotional Script , Entrainment .
Relates to:
Grunts .
Makes use of:
Foley .

Description

When Breath is associated to pain or sever distress it sometimes becomes tends towards Grunts.

Examples

Heavy Rain: This Cut-Scene uses Breath to augment the perception of distress.
Mini Ninjas: Amongst the several selectable PC, Futo is the only one whose breath is perceptible (when running). This singularity in the Character Soundprint makes sense considering is physical characteristics
Halo: The gameplay does not allow long runs. This Breath sound helps to accept that is because it is hard for the character to do it.
[show less examples...]
Half-Life 2: In this case the semantics is reversed. We hear Freeman trying to hold is Breath, not to get drown, which is a clear indicator of Imminent Death that is also very effective in terms of the Emotional Script.
Papa Sangre: Breath helps to characterise the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.
Limbo: Breath (together with Footsteps) puts the focus on the character and messages his effort.
Silent Hill: The uneasy Breath, after a run, adds to the already distressful Acoustic Ecology.
Chaos Theory: Breath complements the Character Soundprint in a context when it makes sense



Breath-front-v10.pngBreath-back-v10.png