~/talk

Sound Design

Talkat GCAP Loading 2016 · 2016-11-01..11-02· [game-development, creative-coding]
links:none on file
slides:none on file

Argues that sound must be planned with level design, not tacked on later, and gives concrete fixes: avoid looping the same footstep asset by using footstep variance, use proximity-triggered zombie cues so growls, tempo and bass increase as enemies approach, and cue key events (a helicopter rescue) with a distinct audio signature. Describes implementation at zero latency backpack VR where adaptive audio measurably raised player tension and made scares land more reliably.

AI-written summary · about

  1. 0:00Start
  2. 0:10A very formal introduction
  3. 1:18Today
  4. 1:51Thinking about Audio... Philosophically...
  5. 2:36Sound is the difference between...
  6. 4:31Those are cheap examples!
  7. 6:48So what's the problem?
  8. 7:40The Basic Concept
  9. 11:05Go forth and Audio
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