sound design in computer games analysis work sheet dark space 3

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Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title Dark Space 3 https://www.youtube.com/watch?v=nUgrIBqFHY4 Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting The action takes place in 2 places. The first one is on some kind of outskirts, which can be known because of Whisky 250 who tries to communicate (from 4:25-4:55) but there are serious connection problems. The area he’s in, is snowy; we know it because of strong wind as well as this crunchy hard sound (of snow) heard when he was walking. The second part is happening somewhere in the futuristic city. On the foreground we hear someone giving speech to everyone “the age of man is at the end” and around in the background we hear swish and other noises of a future transportation. The scenery changes to somewhere in one of the buildings (sounds are quieter and there is a door opening, but not a normal door, because it gives a sound of the air pressure). First sounds of walking on snow and wind blowing were probably field recorded in winter. The sounds of transportation could have been recorded with Foley artistry or with use of VST plugins. Futuristic door was probably made with use of Foley artistry as well. Mood The strong wind blowing as well as the repetitive music, make the atmosphere feel dramatic and all negative. Whisky 250’s whispers ‘come on, come on’ at 4:25 add to the overall feeling, making he seem desperate. Music was most likely done with use of VST instruments, same with other add ons to melody.

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Page 1: Sound design in computer games analysis work sheet   dark space 3

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer Games

Game Title Dark Space 3 https://www.youtube.com/watch?v=nUgrIBqFHY4

Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements

Setting The action takes place in 2 places. The first one is on some kind of outskirts, which can be known because of Whisky 250 who tries to communicate (from 4:25-4:55) but there are serious connection problems. The area he’s in, is snowy; we know it because of strong wind as well as this crunchy hard sound (of snow) heard when he was walking.

The second part is happening somewhere in the futuristic city. On the foreground we hear someone giving speech to everyone “the age of man is at the end” and around in the background we hear swish and other noises of a future transportation.

The scenery changes to somewhere in one of the buildings (sounds are quieter and there is a door opening, but not a normal door, because it gives a sound of the air pressure).

First sounds of walking on snow and wind blowing were probably field recorded in winter.

The sounds of transportation could have been recorded with Foley artistry or with use of VST plugins.

Futuristic door was probably made with use of Foley artistry as well.

Mood The strong wind blowing as well as the repetitive music, make the atmosphere feel dramatic and all negative. Whisky 250’s whispers ‘come on, come on’ at 4:25 add to the overall feeling, making he seem desperate.

At 5:34, after the complete silence, we hear high pitch notes as well as heartbeat, which boost the drama and turns it to a tragedy. The tragic moment occurs just in few moments, when the General Mahad shoots the soldier he’s talking with.

The last part is just the same sad and tragic as the others.

Music was most likely done with use of VST instruments, same with other add ons to melody.

Game genre Third Person Shooter

There are few factors signifying the shooter aspect:

Gun shots were probably made with use of a real gun or some Foley artistry.

Explosions could have been done with use of VST

Page 2: Sound design in computer games analysis work sheet   dark space 3

Salford City CollegeEccles Sixth Form CentreBTEC Extended Diploma in GAMES DESIGNUnit 73: Sound For Computer Games

Between 5:47-6:31 was a conversation between a soldier and his general. The general finished the small talk by shooting them both.

In the second part, at 8:15, we hear a guy picking a weapon for protection, because the door opened. He is then knocked with another weapon and forced to agree on the ‘suicide mission’. Soon after there are some explosions not so far outside.

plugins in a programme.

Other sounds (being hit by a weapon) could be done with Foley artistry.

Narrative The story jumps to see the circumstances of three different people and their misfortune. Firstly we have someone being lost, both from civilisation and not being able to communicate.

Then the scene focuses on another person (the music changes at 5:17, it’s quieter), who is being killed by a general, who disagrees with stopping, whatever happens on Earth, and then kills the soldier, and himself.

Third scene starts at 7:20, in a big city and quickly goes inside a house (voices quieten, we hear one person clearly). The man, the story focuses on, listens to a message from a woman who probably means something to him. At some point he is forcefully visited by some people who tell them to do the mission, in order to rescue woman named Ellie.

Dialogues were made as a studio recording. The message in a phone as well as twitching voice at beginning and the speech in the city were modified inside a software.