In a previous article, we looked at the diegesis theory of interface design. The theory can also be applied to audio design. This is a look into the design of audio for games, and how diegesis theory can help us structure our thoughts.
Art games. Oh yes, we totally went there. Wait, come back! It’s not what you think! Look, we’re not going to sit here and open up some banal and dried-up debate on whether games are art or not – if we did that, we’d be practically contractually obligated to kill ourselves as decreed by Section 45, Paragraph 98 of the Contract of Life we all hastily signed whilst escaping from our mother’s womb.
This article originally appeared in Dev.Mag Issue 26, released in October 2008
Interested in making your own sound effects for videogames? This month we’ll be looking at Audacity and a few of the common effects that can be used to turn your humble blink-blonks into fantastic kaphwooms.
This article originally appeared in Dev.Mag Issue 24, released in August 2008.
One aspect of game creation that constantly seems to stump the average hobbyist developer is the matter of sound creation. Nowadays, experienced players can go onto the Internet, download a few indie games and easily pick up on what one may call “stock effects” – sounds that appear in a whole host of games because developers frequently resort to the same online libraries to get their beloved game noises. Favourites include Famous Bird Chirp and Ubiquitous Cow Moo.