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Guidelines for sound design in computer games

dc.contributor.authorAlves, Valter
dc.contributor.authorRoque, Licinio
dc.date.accessioned2015-08-04T14:26:05Z
dc.date.available2015-08-04T14:26:05Z
dc.date.issued2011
dc.description.abstractThe inconsequential exploitation of sound in most computer games, both in extent and nature, contrasts with its prominence in our daily lives and with the kind of associations that have been explored in domains such as music and cinema. Sound design remains the craft of a talented minority and the unavailability of a public body of knowledge on the subject has greatly contributed to this state of affairs. This leads to a mix of alienation and best-judgment improvisation in the broader development community. A sensitivity to the potential of sound for the enrichment of the experience—with emphasis on game specifics—is, therefore, necessary. This study presents a contribution to the practice of sound design for computer games. An approach to intentional sound design, informed by multi-disciplinary interpretations of concepts including emotion, context, acoustic ecology, soundscape, resonance, and entrainment, is distilled into a set of design guidelines that holistically address the different sound layers.por
dc.identifier.doi10.4018/978-1-61692-828-5.ch017
dc.identifier.isbn978-1616928285
dc.identifier.urihttp://hdl.handle.net/10400.19/2902
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherMark Grimshawpor
dc.relation.publisherversionhttp://www.estgv.ipv.pt/paginaspessoais/valter/alves_roque_ch17_grimshaw.pdfpor
dc.subjectSound Designpor
dc.subjectGuidelinespor
dc.subjectVideogamespor
dc.titleGuidelines for sound design in computer gamespor
dc.typebook part
dspace.entity.typePublication
oaire.citation.conferencePlaceHershey, New Yorkpor
oaire.citation.endPage383por
oaire.citation.startPage362por
oaire.citation.titleGame sound technology and player interaction: Concepts and developmentspor
rcaap.rightsrestrictedAccesspor
rcaap.typebookPartpor

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