Aesthetics

From SoundInGames.com - Sound Design in Games
Revision as of 20:58, 13 December 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search
Deck←
introduced in version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Synopsis

Defining artistic characteristics common to all sounds.

Relationships

Context:
Acoustic Ecology .

Description

Examples

Bioshock:
The Path:
Limbo:
[show less examples...]
InFamous: [Pending:] References to the aesthetic decisions [1]
Half-Life 2:
Papa Sangre:
Patapon:


External Resources

Establishing an Aesthetic in Next Generation Sound Design, by Rob Bridgett and Leonard Paul, 2006
Towards Understanding the Audio Aesthetics of Videogames: Genre, by Guillaume Roux-Girard 'The Value of Aesthetics', Jesse Schell [1], p.347

FakeX-front-v10.pngFakeX-back-v10.png
  1. Jump up Cite error: Invalid <ref> tag; no text was provided for refs named Schell