5 Game Sound Design Tips (out of 11) | #gameaudio

I always try to see, read and listen to interviews from great professionals in the area. I’m never done learning, specially from people that has cool ideias and/or more experience than I do. Because of that, I’m always searching for more info sources.

GameSoundAnd looking around I found a small article, at Develop, that has a self-explanatory title: 11 top game sound design tips.

This tips comes from experts, people with wide experience in the area. From it, I got five that I liked the most (and gave me some really good insights), to share here with you (for the rest, click above in the article link).

  • Christopher Randle, freelance sound designer:

The perceived width of a sound diminishes as the source gets further away. Adding a rolloff to the spread parameter in Unity’s 3D sound settings can imitate this with stereo audio. This is especially useful for large objects and sounds that contain a lot of spatial information, like gunshots.

  • Haydn Payne, sound designer, Creative Assembly:

My method for recording thick gloopy lava bubbling sounds without visiting a volcano is to make a really large batch of porridge or wallpaper paste in a plastic container, stick a hollow tube into it, and blow through it. Easy, cheap, and safe enough to do in a studio if you’re careful.

  • Stafford Bawler, freelance audio expert behind Monument Valley:

A way to make your UI/audio HUD sound effects and music tracks sit neatly in a game mix is by widening their stereo field. This helps them sit in their own audio space, which is especially useful in a busy 3D action game such as a racer.

  • John Broomhall, Game Music Connect co-founder, audio specialist and composer:

Involve audio early in your project. It really can provide massive ‘bang for buck’ in enhancing the overall gaming experience and perceived quality of your title – but audio creatives can contribute best when they’re in at the top collaborating and sparking off inspiration within the team.

  • Peter Hanson, sound designer, Pinewood Studios:

Don’t smash it with an L1 to make it full scale. Film, TV and games all have some kind of loudness standard – ask yourself if it needs to be this loud. Don’t get me wrong, I love an L1 but be aware of robbing yourself of transients and dynamics.

Hope this helped and brought some insights! Enjoys the upcoming weekend! 🙂

Mauricio Ruiz – www.mauricioruiz.me

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